Files
flame/packages/flame_forge2d/example/lib/widget_sample.dart
Lukas Klingsbo a1b6ffa04a Game as a Component (#906)
* Game as a component

* Fix component stories

* Effects are now components

* Update effects docs

* Handle swap of parent

* Fix reAddChildren

* Wait for children to be added

* BaseComponent and PositionComponent to be non-abstract

* Simplify HasGameRef

* Revert so that onLoad can be null

* Fix example description

* Effects as components

* Remove gameRef from addChildren

* Fix hasGameRef

* Start migrating effects

* Updated comments of effect fields

* Fix comments

* Continue to fix sequence and combined effects

* Upgrade ordered_set

* Fix position_component_test

* BaseComponent -> Component

* Fix combined and sequence effects

* Await components to be added in tests

* Remove unnecessary game.update in tests

* Fix some tests related to composition

* BaseGame should be used in examples

* Fix CombinedEffect test

* Keyboard code to be based on Component

* Fix keyboard tests

* Fix analyze problems

* Fix sequence_effect

* Fix combined_effect_test

* Store peak state instead of end state

* Fix sequence_effect tests

* Update tutorial

* Fix tutorial 1

* Remove SimplePositionComponentEffect

* Remove unused test variable

* Update docs

* Removed onMount

* Remove onMount

* Add missing dartdoc

* Fix dart docs

* Add super.update where needed

* Move reAddChildren to component

* Reorganize method order in game widget

* preOffset -> initialDelay, postOffset -> peakDelay

* Introduce component.onParentChange

* Remove tests in wrong file

* Fix composed component test

* Add game lifecycle test

* Use BaseGame for mouse cursor test

* Oxygen should (?) not call super.update

* Use BaseGame in keyboard_test

* Fix onLoad to be properly cached

* Re-add unintentionally removed override

* Fix info for collision detection tests

* Add test for correct lifecycle on parent change

* Fix particles example

* Add component lifecycle diagram to the docs

* Add docs for the game lifecycle

* onRemove should be called when a game is removed from the widget

* Fix analyze errors

* prepare should be called from the component itself, not its parent

* Fix dartdoc

* onParentChange -> onMount

* onMount should have void as return type

* Simplify the loaderFuture in GameWidget

* Fix mock_canvas

* Fix rebase problem

* Remove asComponent

* Less complex _loaderFuture

* Add super.update to no_fcs parallax example

* Fix async tests

* Revert _loaderFuture

* Fix analyze issues

* await gameWithCollidables

* Keep epsilon small where it can be

* tappable methods should return bool

* Game lifecycle is now the same as for Component

* Remove mustCallSuper from component.update

* Make onLoadCache protected

* @internal on onLoadCache

* Cache/Memoize debugPaint and debugTextPaint

* Fix imports

* Fix comments

* Always call super.onLoad so that mixins can override it

* Add forgotten super.onLoad

* Bump coverage percentage

* HasCollidables should override update

* Fix Game comments

* Fix some dartdoc

* Apply suggestions from code review

Co-authored-by: Erick <erickzanardoo@gmail.com>

* Game + Loadable as mixins

* Update packages/flame/lib/src/game/game_widget/game_widget.dart

Co-authored-by: Luan Nico <luanpotter27@gmail.com>

* Update loadable docs

* Fix comments

* Move fps_counter

* Fix keyboard example

* Fix dartdoc

* Remove tutorials temporarily

* Fix game lowlevel graph

* Fix resize issue

Co-authored-by: Erick <erickzanardoo@gmail.com>
Co-authored-by: Luan Nico <luanpotter27@gmail.com>
2021-09-15 00:17:49 +02:00

135 lines
3.4 KiB
Dart

import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame_forge2d/flame_forge2d.dart' hide Transform;
import 'package:flame_forge2d/forge2d_game.dart';
import 'package:flutter/material.dart' as material;
import 'package:flutter/widgets.dart';
import 'package:forge2d/forge2d.dart' hide Transform;
import 'boundaries.dart';
const widgetSampleDescription = '''
This examples shows how to render a widget on top of a Forge2D body.
''';
class WidgetSample extends Forge2DGame with TapDetector {
List<Function()> updateStates = [];
Map<int, Body> bodyIdMap = {};
List<int> addLaterIds = [];
Vector2 screenPosition(Body body) => worldToScreen(body.worldCenter);
WidgetSample() : super(zoom: 20, gravity: Vector2(0, -10.0));
@override
Future<void> onLoad() async {
await super.onLoad();
final boundaries = createBoundaries(this);
addAll(boundaries);
}
Body createBody() {
final bodyDef = BodyDef()
..angularVelocity = 3
..position = screenToWorld(
Vector2.random()..multiply(camera.viewport.effectiveSize),
)
..type = BodyType.dynamic;
final body = world.createBody(bodyDef);
final shape = PolygonShape()..setAsBoxXY(4.6, 0.8);
final fixtureDef = FixtureDef(shape)
..density = 1.0
..restitution = 0.95;
body.createFixture(fixtureDef);
return body;
}
int createBodyId() {
final id = bodyIdMap.length + addLaterIds.length;
addLaterIds.add(id);
return id;
}
@override
void update(double dt) {
super.update(dt);
addLaterIds.forEach((id) => bodyIdMap[id] = createBody());
addLaterIds.clear();
updateStates.forEach((f) => f());
}
}
class BodyWidgetSample extends StatelessWidget {
@override
Widget build(BuildContext context) {
return GameWidget<WidgetSample>(
game: WidgetSample(),
overlayBuilderMap: {
'button1': (ctx, game) {
return BodyButtonWidget(game, game.createBodyId());
},
'button2': (ctx, game) {
return BodyButtonWidget(game, game.createBodyId());
},
},
initialActiveOverlays: const ['button1', 'button2'],
);
}
}
class BodyButtonWidget extends StatefulWidget {
final WidgetSample _game;
final int _bodyId;
const BodyButtonWidget(this._game, this._bodyId);
@override
State<StatefulWidget> createState() {
return _BodyButtonState(_game, _bodyId);
}
}
class _BodyButtonState extends State<BodyButtonWidget> {
final WidgetSample _game;
final int _bodyId;
Body? _body;
_BodyButtonState(this._game, this._bodyId) {
_game.updateStates.add(() {
setState(() {
_body = _game.bodyIdMap[_bodyId];
});
});
}
@override
Widget build(BuildContext context) {
final body = _body;
if (body == null) {
return Container();
} else {
final bodyPosition = _game.screenPosition(body);
return Positioned(
top: bodyPosition.y - 18,
left: bodyPosition.x - 90,
child: Transform.rotate(
angle: -body.angle,
child: material.ElevatedButton(
onPressed: () {
setState(
() => body.applyLinearImpulse(Vector2(0.0, 1000)),
);
},
child: const Text(
'Flying button!',
textScaleFactor: 2.0,
),
),
),
);
}
}
}