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	dbda37b81a
	
	
	
		
			
			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 ```
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Dart
		
	
	
	
	
	
| import 'package:flame/components.dart';
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| import 'package:flame/extensions.dart';
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| import 'package:flame/game.dart';
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| import 'package:flame/input.dart';
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| import 'package:flame/palette.dart';
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| import 'package:flame_audio/flame_audio.dart';
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| import 'package:flutter/widgets.dart' hide Animation;
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| 
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| void main() {
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|   runApp(GameWidget(game: AudioGame()));
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| }
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| 
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| /// This example game showcases three possible use cases:
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| ///
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| /// 1. Use the static FlameAudio class to easily fire a sfx using the default
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| /// configs for the button tap.
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| /// 2. Uses a custom AudioPool for extremely efficient audio loading and pooling
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| /// for tapping elsewhere.
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| /// 3. Uses the Bgm utility for background music.
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| class AudioGame extends FlameGame with TapDetector {
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|   static Paint black = BasicPalette.black.paint();
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|   static Paint gray = const PaletteEntry(Color(0xFFCCCCCC)).paint();
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|   static TextPaint text = TextPaint(
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|     style: TextStyle(color: BasicPalette.white.color),
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|   );
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| 
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|   late AudioPool pool;
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| 
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|   @override
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|   Future<void> onLoad() async {
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|     pool = await FlameAudio.createPool(
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|       'sfx/fire_2.mp3',
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|       minPlayers: 3,
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|       maxPlayers: 4,
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|     );
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|     startBgmMusic();
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|   }
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| 
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|   Rect get button => Rect.fromLTWH(20, size.y - 300, size.x - 40, 200);
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| 
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|   void startBgmMusic() {
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|     FlameAudio.bgm.initialize();
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|     FlameAudio.bgm.play('music/bg_music.ogg');
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|   }
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| 
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|   void fireOne() {
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|     FlameAudio.play('sfx/fire_1.mp3');
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|   }
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| 
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|   void fireTwo() {
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|     pool.start();
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|   }
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| 
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|   @override
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|   void render(Canvas canvas) {
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|     super.render(canvas);
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|     canvas.drawRect(size.toRect(), black);
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| 
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|     text.render(
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|       canvas,
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|       '(click anywhere for 1)',
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|       Vector2(size.x / 2, 200),
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|       anchor: Anchor.topCenter,
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|     );
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| 
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|     canvas.drawRect(button, gray);
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| 
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|     text.render(
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|       canvas,
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|       'click here for 2',
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|       Vector2(size.x / 2, size.y - 200),
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|       anchor: Anchor.bottomCenter,
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|     );
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|   }
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| 
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|   @override
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|   void onTapDown(TapDownInfo info) {
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|     if (button.containsPoint(info.eventPosition.game)) {
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|       fireTwo();
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|     } else {
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|       fireOne();
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|     }
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|   }
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| }
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