mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-02 11:43:19 +08:00
* 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>
135 lines
3.4 KiB
Dart
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,
|
|
),
|
|
),
|
|
),
|
|
);
|
|
}
|
|
}
|
|
}
|