flame_tiled_utils 1.0.1 flame_tiled_utils: ^1.0.1 copied to clipboard
A set of useful utils to extend tiled functionality
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flame/input.dart';
import 'package:flame_tiled/flame_tiled.dart';
import 'package:flame_tiled_utils/flame_tiled_utils.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
enum MapRenderingMode { standard, optimizedOnlyStatic, optimizedWithAnimation }
void main(List<String> args) async {
final game = TestGame(MapRenderingMode.optimizedWithAnimation);
runApp(GameWidget(game: game));
}
class TestGame extends FlameGame with KeyboardEvents, ScrollDetector {
TestGame(this.renderingMode);
MapRenderingMode renderingMode;
@override
Future<void> onLoad() async {
final tiledComponent =
await TiledComponent.load('example.tmx', Vector2.all(8));
if (renderingMode == MapRenderingMode.standard) {
add(tiledComponent);
} else {
final imageCompiler = ImageBatchCompiler();
// Adding separate ground layer
final ground = await imageCompiler.compileMapLayer(
tileMap: tiledComponent.tileMap, layerNames: ['ground']);
ground.priority = -1;
add(ground);
// Adding separate tree layer
final tree = await imageCompiler.compileMapLayer(
tileMap: tiledComponent.tileMap, layerNames: ['tree']);
tree.priority = 3;
add(tree);
if (renderingMode == MapRenderingMode.optimizedOnlyStatic) {
//Process every tile of layer "water"
TileProcessor.processTileType(
tileMap: tiledComponent.tileMap,
processorByType: <String, TileProcessorFunc>{
// Working with tiles of "water" type
'water': ((tile, position, size) async {
// Reading animation for the tile
final animation = await tile.getSpriteAnimation();
// Creating animation object for every found tile.
// Simple but very expensive approach.
add(SpriteAnimationComponent(
animation: animation,
position: position,
size: Vector2.all(8),
priority: 2));
}),
},
layersToLoad: [
'water',
]);
} else if (renderingMode == MapRenderingMode.optimizedWithAnimation) {
// Optimal way to work with big number of animated tiles
// Creating compiler to save all tiles to be merged;
final animationCompiler = AnimationBatchCompiler();
TileProcessor.processTileType(
tileMap: tiledComponent.tileMap,
processorByType: <String, TileProcessorFunc>{
'water': ((tile, position, size) {
// saving tile for merge
animationCompiler.addTile(position, tile);
}),
},
layersToLoad: [
'water',
]);
// Compile SpriteAnimation component from list of animated tiles.
final animatedWater = await animationCompiler.compile();
animatedWater.priority = 2;
add(animatedWater);
}
}
add(FpsTextComponent());
camera.viewport = FixedResolutionViewport(Vector2(500, 250));
camera.snapTo(Vector2(0, 500));
camera.zoom = 1;
}
@override
KeyEventResult onKeyEvent(
RawKeyEvent event,
Set<LogicalKeyboardKey> keysPressed,
) {
for (final key in keysPressed) {
if (key == LogicalKeyboardKey.keyW) {
camera.translateBy(Vector2(0, -300));
}
if (key == LogicalKeyboardKey.keyA) {
camera.translateBy(Vector2(-300, 0));
}
if (key == LogicalKeyboardKey.keyS) {
camera.translateBy(Vector2(0, 300));
}
if (key == LogicalKeyboardKey.keyD) {
camera.translateBy(Vector2(300, 0));
}
}
return KeyEventResult.handled;
}
@override
void onScroll(PointerScrollInfo info) {
camera.zoom += info.scrollDelta.game.y.sign * 0.08;
camera.zoom = camera.zoom.clamp(0.05, 5.0);
}
}