mirror of
				https://github.com/flame-engine/flame.git
				synced 2025-11-01 01:18:38 +08:00 
			
		
		
		
	 a1b6ffa04a
			
		
	
	a1b6ffa04a
	
	
	
		
			
			* Game as a component * Fix component stories * Effects are now components * Update effects docs * Handle swap of parent * Fix reAddChildren * Wait for children to be added * BaseComponent and PositionComponent to be non-abstract * Simplify HasGameRef * Revert so that onLoad can be null * Fix example description * Effects as components * Remove gameRef from addChildren * Fix hasGameRef * Start migrating effects * Updated comments of effect fields * Fix comments * Continue to fix sequence and combined effects * Upgrade ordered_set * Fix position_component_test * BaseComponent -> Component * Fix combined and sequence effects * Await components to be added in tests * Remove unnecessary game.update in tests * Fix some tests related to composition * BaseGame should be used in examples * Fix CombinedEffect test * Keyboard code to be based on Component * Fix keyboard tests * Fix analyze problems * Fix sequence_effect * Fix combined_effect_test * Store peak state instead of end state * Fix sequence_effect tests * Update tutorial * Fix tutorial 1 * Remove SimplePositionComponentEffect * Remove unused test variable * Update docs * Removed onMount * Remove onMount * Add missing dartdoc * Fix dart docs * Add super.update where needed * Move reAddChildren to component * Reorganize method order in game widget * preOffset -> initialDelay, postOffset -> peakDelay * Introduce component.onParentChange * Remove tests in wrong file * Fix composed component test * Add game lifecycle test * Use BaseGame for mouse cursor test * Oxygen should (?) not call super.update * Use BaseGame in keyboard_test * Fix onLoad to be properly cached * Re-add unintentionally removed override * Fix info for collision detection tests * Add test for correct lifecycle on parent change * Fix particles example * Add component lifecycle diagram to the docs * Add docs for the game lifecycle * onRemove should be called when a game is removed from the widget * Fix analyze errors * prepare should be called from the component itself, not its parent * Fix dartdoc * onParentChange -> onMount * onMount should have void as return type * Simplify the loaderFuture in GameWidget * Fix mock_canvas * Fix rebase problem * Remove asComponent * Less complex _loaderFuture * Add super.update to no_fcs parallax example * Fix async tests * Revert _loaderFuture * Fix analyze issues * await gameWithCollidables * Keep epsilon small where it can be * tappable methods should return bool * Game lifecycle is now the same as for Component * Remove mustCallSuper from component.update * Make onLoadCache protected * @internal on onLoadCache * Cache/Memoize debugPaint and debugTextPaint * Fix imports * Fix comments * Always call super.onLoad so that mixins can override it * Add forgotten super.onLoad * Bump coverage percentage * HasCollidables should override update * Fix Game comments * Fix some dartdoc * Apply suggestions from code review Co-authored-by: Erick <erickzanardoo@gmail.com> * Game + Loadable as mixins * Update packages/flame/lib/src/game/game_widget/game_widget.dart Co-authored-by: Luan Nico <luanpotter27@gmail.com> * Update loadable docs * Fix comments * Move fps_counter * Fix keyboard example * Fix dartdoc * Remove tutorials temporarily * Fix game lowlevel graph * Fix resize issue Co-authored-by: Erick <erickzanardoo@gmail.com> Co-authored-by: Luan Nico <luanpotter27@gmail.com>
		
			
				
	
	
		
			44 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'package:flame/extensions.dart';
 | |
| import 'package:flame/game.dart';
 | |
| import 'package:flame/input.dart';
 | |
| import 'package:flame/palette.dart';
 | |
| import 'package:flutter/material.dart';
 | |
| 
 | |
| class ScrollGame extends FlameGame with ScrollDetector {
 | |
|   static const speed = 2000.0;
 | |
|   final _size = Vector2.all(50);
 | |
|   final _paint = BasicPalette.white.paint();
 | |
| 
 | |
|   Vector2 position = Vector2.all(100);
 | |
|   Vector2? target;
 | |
| 
 | |
|   @override
 | |
|   void onScroll(PointerScrollInfo info) {
 | |
|     target = position + info.scrollDelta.game * 5;
 | |
|   }
 | |
| 
 | |
|   @override
 | |
|   void render(Canvas canvas) {
 | |
|     super.render(canvas);
 | |
|     canvas.drawRect(position.toPositionedRect(_size), _paint);
 | |
|   }
 | |
| 
 | |
|   @override
 | |
|   void update(double dt) {
 | |
|     super.update(dt);
 | |
|     final target = this.target;
 | |
|     final ds = speed * dt;
 | |
|     if (target != null) {
 | |
|       if (position != target) {
 | |
|         final diff = target - position;
 | |
|         if (diff.length < ds) {
 | |
|           position.setFrom(target);
 | |
|         } else {
 | |
|           diff.scaleTo(ds);
 | |
|           position.setFrom(position + diff);
 | |
|         }
 | |
|       }
 | |
|     }
 | |
|   }
 | |
| }
 |