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https://github.com/flame-engine/flame.git
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67 lines
1.7 KiB
Dart
67 lines
1.7 KiB
Dart
import 'dart:math';
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import 'package:flame/components.dart';
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import 'package:flame/input.dart';
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import 'package:flame_forge2d/forge2d_game.dart';
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import 'package:flame_forge2d/position_body_component.dart';
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import 'package:forge2d/forge2d.dart';
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import 'boundaries.dart';
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class SpriteBodySample extends Forge2DGame with TapDetector {
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SpriteBodySample() : super(gravity: Vector2(0, -10.0));
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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addAll(createBoundaries(this));
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}
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@override
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void onTapDown(TapDownInfo details) {
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super.onTapDown(details);
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final position = details.eventPosition.game;
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add(Pizza(position, size: Vector2(10, 15)));
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}
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}
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class Pizza extends PositionBodyComponent {
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final Vector2 position;
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Pizza(
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this.position, {
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Vector2? size,
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}) : super(size: size ?? Vector2(2, 3));
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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 sprite = await gameRef.loadSprite('pizza.png');
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positionComponent = SpriteComponent(sprite: sprite, size: size);
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}
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@override
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Body createBody() {
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final shape = PolygonShape();
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final vertices = [
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Vector2(-size.x / 2, -size.y / 2),
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Vector2(size.x / 2, -size.y / 2),
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Vector2(0, size.y / 2),
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];
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shape.set(vertices);
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final fixtureDef = FixtureDef(shape)
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..userData = this // To be able to determine object in collision
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..restitution = 0.4
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..density = 1.0
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..friction = 0.5;
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final bodyDef = BodyDef()
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..position = position
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..angle = (position.x + position.y) / 2 * pi
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..type = BodyType.dynamic;
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return world.createBody(bodyDef)..createFixture(fixtureDef);
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}
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}
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