illume 0.1.0 illume: ^0.1.0 copied to clipboard
A Widget-based Game Engine for Flutter
import 'package:flutter/material.dart';
import 'package:illume/illume.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
const MyHomePage({Key? key}) : super(key: key);
@override
_MyHomePageState createState() => _MyHomePageState();
}
/// Quick demo for vertical screens
class _MyHomePageState extends State<MyHomePage> {
IllumeController gameController = IllumeController();
FlappyWidget flappyWidget = FlappyWidget();
Wall wall = Wall(200, false);
Wall wall2 = Wall(400, true);
@override
void initState() {
super.initState();
gameController.startGame();
gameController.gameObjects.addAll([flappyWidget, wall, wall2]);
}
@override
Widget build(BuildContext context) {
return GestureDetector(
onTap: () {
flappyWidget.jump();
},
child: Scaffold(
appBar: AppBar(
title: Text('Illume Demo'),
),
body: Stack(
children: [
gradient,
Illume(
illumeController: gameController,
),
],
),
),
);
}
var gradient = Container(
decoration: BoxDecoration(
gradient: LinearGradient(
colors: [Colors.teal, Colors.deepPurple],
stops: [0.0, 1.0],
begin: Alignment.topLeft,
end: Alignment.bottomRight),
),
);
}
class FlappyWidget extends GameObject {
var velocity = 0.0;
var acceleration = 0.2;
@override
Widget build(BuildContext context) {
return Container(
color: Colors.blue,
child: const Text('Demo'),
);
}
@override
void init() {
size = Vector2.all(50);
alignment = GameObjectAlignment.center;
position = (gameSize / 2);
}
@override
void onCollision(List<Collision> collisions) {
illumeController.stopGame();
}
@override
void onScreenSizeChange(Vector2 size) {
// This is a quick demo but you really should shift your positions in a
// real world app or at least lock orientation.
}
@override
void update(Duration delta) {
position += Vector2(0, velocity);
velocity = velocity + acceleration;
}
void jump() {
velocity = -5;
}
}
class Wall extends GameObject {
int initialDistance;
bool vert;
Wall(
this.initialDistance,
this.vert,
);
var velocity = -2.0;
@override
Widget build(BuildContext context) {
return Container(
color: Colors.green,
child: const Text('Demo'),
);
}
@override
void init() {
size = Vector2(50, gameSize[1] / 2);
alignment = GameObjectAlignment.center;
position = Vector2(
(gameSize[0] / 2) + initialDistance,
(vert ? 1 : 3) * gameSize[1] / 4,
);
}
@override
void onCollision(List<Collision> collisions) {
illumeController.stopGame();
}
@override
void onScreenSizeChange(Vector2 size) {
// This is a quick demo but you really should shift your positions in a
// real world app or at least lock orientation.
}
@override
void update(Duration delta) {
position += Vector2(velocity, 0);
if (position[0] < -50) {
position[0] = gameSize[0] + 25;
}
}
}