flame 1.0.0-releasecandidate.14 flame: ^1.0.0-releasecandidate.14 copied to clipboard
A minimalist Flutter game engine, provides a nice set of somewhat independent modules you can choose from.
import 'dart:math' as math;
import 'dart:ui';
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame/palette.dart';
import 'package:flutter/material.dart';
void main() {
runApp(
GameWidget(
game: MyGame(),
),
);
}
class Square extends PositionComponent {
static const speed = 0.25;
static const squareSize = 128.0;
static Paint white = BasicPalette.white.paint();
static Paint red = BasicPalette.red.paint();
static Paint blue = BasicPalette.blue.paint();
@override
void render(Canvas c) {
super.render(c);
c.drawRect(size.toRect(), white);
c.drawRect(const Rect.fromLTWH(0, 0, 3, 3), red);
c.drawRect(Rect.fromLTWH(width / 2, height / 2, 3, 3), blue);
}
@override
void update(double dt) {
super.update(dt);
angle += speed * dt;
angle %= 2 * math.pi;
}
@override
Future<void> onLoad() async {
super.onLoad();
size.setValues(squareSize, squareSize);
anchor = Anchor.center;
}
}
class MyGame extends FlameGame with DoubleTapDetector, TapDetector {
bool running = true;
@override
Future<void> onLoad() async {
await super.onLoad();
add(
Square()
..x = 100
..y = 100,
);
}
@override
void onTapUp(TapUpInfo info) {
final touchPoint = info.eventPosition.game;
final handled = children.any((c) {
if (c is PositionComponent && c.containsPoint(touchPoint)) {
remove(c);
return true;
}
return false;
});
if (!handled) {
add(Square()..position = touchPoint);
}
}
@override
void onDoubleTap() {
if (running) {
pauseEngine();
} else {
resumeEngine();
}
running = !running;
}
}