mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-04 04:47:13 +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
1.5 KiB
Dart
53 lines
1.5 KiB
Dart
import 'dart:ui';
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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:flutter/services.dart';
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import 'package:flutter/widgets.dart';
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class NoFlameGameExample with Loadable, Game, KeyboardEvents {
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static const String description = '''
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This example showcases how to create a game without the FlameGame.
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It also briefly showcases how to act on keyboard events.
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Usage: Use A S D F to steer the rectangle.
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''';
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static final Paint white = BasicPalette.white.paint();
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static const int speed = 200;
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Rect rect = const Rect.fromLTWH(0, 100, 100, 100);
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final Vector2 velocity = Vector2(0, 0);
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@override
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void update(double dt) {
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final displacement = velocity * (speed * dt);
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rect = rect.translate(displacement.x, displacement.y);
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}
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@override
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void render(Canvas canvas) {
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canvas.drawRect(rect, white);
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}
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@override
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KeyEventResult onKeyEvent(
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RawKeyEvent event,
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Set<LogicalKeyboardKey> keysPressed,
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) {
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final isKeyDown = event is RawKeyDownEvent;
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if (event.logicalKey == LogicalKeyboardKey.keyA) {
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velocity.x = isKeyDown ? -1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyD) {
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velocity.x = isKeyDown ? 1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyW) {
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velocity.y = isKeyDown ? -1 : 0;
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} else if (event.logicalKey == LogicalKeyboardKey.keyS) {
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velocity.y = isKeyDown ? 1 : 0;
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}
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return super.onKeyEvent(event, keysPressed);
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}
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}
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