import 'package:firo_runner/Coin.dart'; import 'package:firo_runner/Wire.dart'; import 'package:firo_runner/main.dart'; import 'package:flame/effects.dart'; import 'package:flutter/material.dart'; import 'Platform.dart'; import 'package:flame/components.dart'; enum RunnerState { run, jump, duck, kick, float, fall, die, electro, } class Runner extends Component with HasGameRef { late SpriteAnimationGroupComponent sprite; String runnerState = "run"; void setPosition(Vector2 position) { sprite.position = position; } void setSize(Vector2 size, double ySize) { sprite.size = size; } Sprite getSprite() { return sprite.animation!.getSprite(); } @override void render(Canvas c) { super.render(c); getSprite().render(c, position: sprite.position, size: sprite.size); } int level = 1; void updateLevel() { level = (sprite.position.y / gameRef.blockSize).round(); } String previousState = "run"; void event(String event) { previousState = runnerState; print(event); switch (event) { case "jump": runnerState = event; sprite.current = RunnerState.jump; sprite.addEffect(MoveEffect( path: [ // sprite.position, Vector2(sprite.x, (level - 1) * gameRef.blockSize), ], speed: 50, curve: Curves.bounceIn, onComplete: () { updateLevel(); this.event("float"); }, )); break; case "doublejump": if (level - 1 < 0) { break; } runnerState = event; sprite.current = RunnerState.float; sprite.addEffect(MoveEffect( path: [ Vector2(sprite.x, (level - 2) * gameRef.blockSize), ], speed: 100, curve: Curves.ease, onComplete: () { updateLevel(); this.event("float"); }, )); break; case "fall": runnerState = event; sprite.current = RunnerState.fall; sprite.addEffect(MoveEffect( path: [ Vector2(sprite.x, (level + 1) * gameRef.blockSize), ], speed: 100, curve: Curves.ease, onComplete: () { updateLevel(); this.event("float"); }, )); break; case "kick": runnerState = event; sprite.current = RunnerState.kick; break; case "run": runnerState = event; sprite.current = RunnerState.run; break; case "float": runnerState = event; sprite.current = RunnerState.float; sprite.addEffect(MoveEffect( path: [sprite.position], speed: 500, curve: Curves.ease, onComplete: () { updateLevel(); runnerState = event; sprite.current = RunnerState.float; }, )); break; case "duck": runnerState = event; sprite.current = RunnerState.duck; break; case "die": runnerState = event; sprite.current = RunnerState.die; break; case "electro": runnerState = event; sprite.current = RunnerState.electro; break; default: break; } } void control(String input) { print(input); switch (input) { case "up": if (runnerState == "run") { event("jump"); } else if (runnerState == "float" && previousState == "jump") { event("doublejump"); } else if (runnerState == "duck") { event("run"); } break; case "down": if (runnerState == "run") { event("duck"); } else if (runnerState == "float" && onTopOfPlatform()) { event("run"); } else if (runnerState == "float") { event("fall"); } break; case "right": if (runnerState == "run") { event("kick"); } break; case "center": if (runnerState == "fall") { updateLevel(); event("float"); } break; } } @override void update(double dt) { super.update(dt); // If the animation is finished if (sprite.animation?.done() ?? false) { sprite.animation!.reset(); if (runnerState == "kick") { event("run"); } sprite.current = RunnerState.run; } intersecting(); sprite.update(dt); } bool onTopOfPlatform() { Rect runnerRect = sprite.toRect(); bool onTopOfPlatform = false; for (List platformLevel in gameRef.platformHolder.platforms) { for (Platform p in platformLevel) { String side = p.intersect(runnerRect); if (side == "none") { Rect belowRunner = Rect.fromLTRB(runnerRect.left, runnerRect.top, runnerRect.right, runnerRect.bottom + 1); if (p.intersect(belowRunner) != "none") { onTopOfPlatform = true; } } } } return onTopOfPlatform; } void intersecting() { Rect runnerRect = sprite.toRect(); bool onTopOfPlatform = false; for (List platformLevel in gameRef.platformHolder.platforms) { for (Platform p in platformLevel) { String side = p.intersect(runnerRect); if (side == "none") { Rect belowRunner = Rect.fromLTRB(runnerRect.left, runnerRect.top, runnerRect.right, runnerRect.bottom + 1); if (p.intersect(belowRunner) != "none") { onTopOfPlatform = true; } } else if (side == "bottom") { event("die"); return; } } } for (List coinLevel in gameRef.coinHolder.coins) { for (int i = 0; i < coinLevel.length;) { if (coinLevel[i].intersect(runnerRect) != "none") { gameRef.gameState.numCoins++; coinLevel[i].remove(); coinLevel.removeAt(i); print(gameRef.gameState.numCoins); continue; } i++; } } for (List wireLevel in gameRef.wireHolder.wires) { for (int i = 0; i < wireLevel.length; i++) { if (wireLevel[i].intersect(runnerRect) != "none") { event("electro"); } } } if (!onTopOfPlatform && (runnerState == "run" || runnerState == "kick" || runnerState == "duck")) { event("fall"); } } Future load(loadSpriteAnimation) async { SpriteAnimation running = await loadSpriteAnimation( 'run-frames.png', SpriteAnimationData.sequenced( amount: 7, stepTime: 0.1, textureSize: Vector2(512, 512), ), ); SpriteAnimation jumping = await loadSpriteAnimation( 'jump-frames.png', SpriteAnimationData.sequenced( amount: 5, stepTime: 0.1, textureSize: Vector2(512, 512), loop: false, ), ); SpriteAnimation ducking = await loadSpriteAnimation( 'crawl-frames.png', SpriteAnimationData.sequenced( amount: 3, stepTime: 0.1, textureSize: Vector2(512, 512), ), ); SpriteAnimation kicking = await loadSpriteAnimation( 'kick-frames.png', SpriteAnimationData.sequenced( amount: 13, stepTime: 0.03, textureSize: Vector2(512, 512), loop: false, ), ); SpriteAnimation floating = await loadSpriteAnimation( 'hover-frames.png', SpriteAnimationData.sequenced( amount: 3, stepTime: 0.1, textureSize: Vector2(512, 512), ), ); SpriteAnimation falling = await loadSpriteAnimation( 'hover-frames.png', SpriteAnimationData.sequenced( amount: 3, stepTime: 0.1, textureSize: Vector2(512, 512), ), ); SpriteAnimation dying = await loadSpriteAnimation( 'death-normal-frames.png', SpriteAnimationData.sequenced( amount: 20, stepTime: 0.05, textureSize: Vector2(512, 512), loop: false, ), ); SpriteAnimation dyingElectrocuted = await loadSpriteAnimation( 'electrocuted-frames.png', SpriteAnimationData.sequenced( amount: 2, stepTime: 0.1, textureSize: Vector2(512, 512), ), ); sprite = SpriteAnimationGroupComponent( animations: { RunnerState.run: running, RunnerState.jump: jumping, RunnerState.duck: ducking, RunnerState.kick: kicking, RunnerState.float: floating, RunnerState.fall: falling, RunnerState.die: dying, RunnerState.electro: dyingElectrocuted, }, current: RunnerState.run, ); changePriorityWithoutResorting(RUNNER_PRIORITY); } }