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This PR adds the following lint rules to our list: ``` always_put_required_named_parameters_first avoid_multiple_declarations_per_line avoid_positional_boolean_parameters avoid_returning_null_for_void avoid_returning_this avoid_unnecessary_containers enable_null_safety library_private_types_in_public_api no_leading_underscores_for_library_prefixes no_leading_underscores_for_local_identifiers prefer_null_aware_method_calls tighten_type_of_initializing_formals unnecessary_late use_setters_to_change_properties ``` And these rules were considered, and some changes were made according to them as a clean-up, but in many places they didn't make sense (`prefer_asserts_with_message` I would have included, but there were too many places that needed to be changes): ``` collection_methods_unrelated_type prefer_asserts_with_message avoid_renaming_method_parameters ```
117 lines
2.6 KiB
Dart
117 lines
2.6 KiB
Dart
import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import 'package:flutter/material.dart';
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import 'actors/ember.dart';
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import 'actors/water_enemy.dart';
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import 'managers/segment_manager.dart';
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import 'objects/ground_block.dart';
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import 'objects/platform_block.dart';
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import 'objects/star.dart';
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import 'overlays/hud.dart';
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class EmberQuestGame extends FlameGame
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with HasCollisionDetection, HasKeyboardHandlerComponents {
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EmberQuestGame();
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late EmberPlayer _ember;
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late double lastBlockXPosition = 0.0;
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late UniqueKey lastBlockKey;
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int starsCollected = 0;
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int health = 3;
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double cloudSpeed = 0.0;
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double objectSpeed = 0.0;
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@override
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Future<void> onLoad() async {
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//debugMode = true; //Uncomment to see the bounding boxes
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await images.loadAll([
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'block.png',
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'ember.png',
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'ground.png',
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'heart_half.png',
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'heart.png',
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'star.png',
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'water_enemy.png',
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]);
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initializeGame(loadHud: true);
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}
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@override
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void update(double dt) {
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if (health <= 0) {
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overlays.add('GameOver');
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}
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super.update(dt);
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}
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@override
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Color backgroundColor() {
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return const Color.fromARGB(255, 173, 223, 247);
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}
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void loadGameSegments(int segmentIndex, double xPositionOffset) {
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for (final block in segments[segmentIndex]) {
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switch (block.blockType) {
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case GroundBlock:
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add(
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GroundBlock(
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gridPosition: block.gridPosition,
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xOffset: xPositionOffset,
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),
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);
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break;
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case PlatformBlock:
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add(
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PlatformBlock(
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gridPosition: block.gridPosition,
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xOffset: xPositionOffset,
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),
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);
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break;
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case Star:
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add(
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Star(
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gridPosition: block.gridPosition,
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xOffset: xPositionOffset,
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),
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);
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break;
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case WaterEnemy:
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add(
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WaterEnemy(
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gridPosition: block.gridPosition,
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xOffset: xPositionOffset,
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),
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);
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break;
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}
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}
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}
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void initializeGame({required bool loadHud}) {
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// Assume that size.x < 3200
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final segmentsToLoad = (size.x / 640).ceil();
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segmentsToLoad.clamp(0, segments.length);
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for (var i = 0; i <= segmentsToLoad; i++) {
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loadGameSegments(i, (640 * i).toDouble());
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}
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_ember = EmberPlayer(
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position: Vector2(128, canvasSize.y - 128),
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);
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add(_ember);
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if (loadHud) {
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add(Hud());
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}
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}
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void reset() {
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starsCollected = 0;
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health = 3;
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initializeGame(loadHud: false);
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}
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}
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