flame_rive 1.2.0 flame_rive: ^1.2.0 copied to clipboard
Rive support for the Flame game engine. This uses the rive package and provides wrappers and components to be used inside Flame.
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame_rive/flame_rive.dart';
import 'package:flutter/material.dart';
import 'package:rive/rive.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatefulWidget {
const MyApp({Key? key}) : super(key: key);
@override
State<MyApp> createState() => _MyAppState();
}
class _MyAppState extends State<MyApp> {
late final game = RiveExampleGame();
@override
Widget build(BuildContext context) {
return GameWidget(
game: game,
);
}
}
class RiveExampleGame extends FlameGame with HasTappables {
@override
Color backgroundColor() {
return const Color(0xFFFFFFFF);
}
@override
Future<void> onLoad() async {
final skillsArtboard =
await loadArtboard(RiveFile.asset('assets/skills.riv'));
add(SkillsAnimationComponent(skillsArtboard));
}
}
class SkillsAnimationComponent extends RiveComponent with Tappable {
SkillsAnimationComponent(Artboard artboard)
: super(
artboard: artboard,
size: Vector2.all(550),
);
SMIInput<double>? _levelInput;
@override
Future<void>? onLoad() {
final controller = StateMachineController.fromArtboard(
artboard,
"Designer's Test",
);
if (controller != null) {
artboard.addController(controller);
_levelInput = controller.findInput<double>('Level');
_levelInput?.value = 0;
}
return super.onLoad();
}
@override
bool onTapDown(TapDownInfo info) {
final levelInput = _levelInput;
if (levelInput == null) {
return false;
}
levelInput.value = (levelInput.value + 1) % 3;
return true;
}
}