mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-02 03:15:43 +08:00
* Animations, CameraAndViewport, CollisionDetection and Components unified * Added descriptions to effects * Rename input games * Unify input stories * Add info to parallax section * Added descriptions to the rendering examples * Add descriptions to the sprites directory * Fix utils and rendering section * Add descriptions to the widgets section * Delete directory that rebase brought back * Unify game names * Added some styleguide docs for examples * Fix analyze issues * All files should have _example as suffix * Made the FollowComponentExample a bit easier to understand * Change priority of ember
53 lines
1.3 KiB
Dart
53 lines
1.3 KiB
Dart
import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/game.dart';
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import 'package:flame/input.dart';
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class OpacityEffectExample extends FlameGame with TapDetector {
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static const String description = '''
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In this example we show how the `OpacityEffect` can be used in two ways.
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The right flame will constantly pulse in and out of opacity and the left
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flame will change opacity when you click the screen.
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''';
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late final SpriteComponent sprite;
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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final flameSprite = await loadSprite('flame.png');
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add(
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sprite = SpriteComponent(
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sprite: flameSprite,
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position: Vector2.all(100),
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size: Vector2(149, 211),
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),
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);
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add(
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SpriteComponent(
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sprite: flameSprite,
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position: Vector2(300, 100),
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size: Vector2(149, 211),
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)..add(
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OpacityEffect(
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opacity: 0,
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duration: 1.5,
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isInfinite: true,
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isAlternating: true,
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),
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),
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);
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}
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@override
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void onTap() {
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final opacity = sprite.paint.color.opacity;
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if (opacity == 1) {
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sprite.add(OpacityEffect.fadeOut());
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} else if (opacity == 0) {
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sprite.add(OpacityEffect.fadeIn());
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}
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}
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}
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