forked from marco/firo_runner
397 lines
12 KiB
Dart
397 lines
12 KiB
Dart
import 'package:firo_runner/moving_object.dart';
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import 'package:firo_runner/main.dart';
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import 'package:flame/components.dart';
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import 'package:flame/flame.dart';
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import 'package:flame/extensions.dart';
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enum WindowState {
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first,
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second,
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third,
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fourth,
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fifth,
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sixth,
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seventh,
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}
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enum OverlayState {
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first,
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second,
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third,
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fourth,
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fifth,
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sixth,
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seventh,
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}
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class CircuitBackground extends MovingObject {
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late Image background;
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late Image overlay0;
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late Image overlay1;
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late Image overlay2;
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late Image overlay3;
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late Image overlay4;
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late Image overlay5;
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late Image overlay6;
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late Image windows0;
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late Image windows1;
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late Image windows2;
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late Image windows3;
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late Image windows4;
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late Image windows5;
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late Image windows6;
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late Sprite background1;
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late Sprite background2;
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late SpriteAnimationGroupComponent windowA;
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late SpriteAnimationGroupComponent windowB;
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late SpriteAnimationGroupComponent overlayA;
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late SpriteAnimationGroupComponent overlayB;
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Vector2 background1Size = Vector2(0, 0);
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Vector2 background2Size = Vector2(0, 0);
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Vector2 background1Position = Vector2(0, 0);
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Vector2 background2Position = Vector2(0, 0);
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CircuitBackground(MyGame gameRef) : super(gameRef);
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Future load() async {
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background = await Flame.images.load("bg.png");
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background1 = Sprite(background);
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background2 = Sprite(background);
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overlay0 = await Flame.images.load("overlay100.png");
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overlay1 = await Flame.images.load("overlay90.png");
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overlay2 = await Flame.images.load("overlay80.png");
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overlay3 = await Flame.images.load("overlay70.png");
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overlay4 = await Flame.images.load("overlay60.png");
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overlay5 = await Flame.images.load("overlay50.png");
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overlay6 = await Flame.images.load("overlay40.png");
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SpriteAnimation firstOverlay = SpriteAnimation.fromFrameData(
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overlay0,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation secondOverlay = SpriteAnimation.fromFrameData(
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overlay1,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation thirdOverlay = SpriteAnimation.fromFrameData(
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overlay2,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation fourthOverlay = SpriteAnimation.fromFrameData(
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overlay3,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation fifthOverlay = SpriteAnimation.fromFrameData(
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overlay4,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation sixthOverlay = SpriteAnimation.fromFrameData(
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overlay5,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation seventhOverlay = SpriteAnimation.fromFrameData(
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overlay6,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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overlayA = SpriteAnimationGroupComponent(
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animations: {
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OverlayState.first: firstOverlay,
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OverlayState.second: secondOverlay,
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OverlayState.third: thirdOverlay,
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OverlayState.fourth: fourthOverlay,
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OverlayState.fifth: fifthOverlay,
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OverlayState.sixth: sixthOverlay,
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OverlayState.seventh: seventhOverlay,
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},
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current: OverlayState.first,
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);
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overlayB = SpriteAnimationGroupComponent(
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animations: {
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OverlayState.first: firstOverlay,
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OverlayState.second: secondOverlay,
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OverlayState.third: thirdOverlay,
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OverlayState.fourth: fourthOverlay,
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OverlayState.fifth: fifthOverlay,
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OverlayState.sixth: sixthOverlay,
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OverlayState.seventh: seventhOverlay,
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},
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current: OverlayState.first,
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);
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overlayA.changePriorityWithoutResorting(WINDOW_PRIORITY - 1);
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overlayA.changePriorityWithoutResorting(WINDOW_PRIORITY - 1);
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windows0 = await Flame.images.load("windows-0.png");
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windows1 = await Flame.images.load("windows-1.png");
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windows2 = await Flame.images.load("windows-2.png");
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windows3 = await Flame.images.load("windows-3.png");
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windows4 = await Flame.images.load("windows-4.png");
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windows5 = await Flame.images.load("windows-5.png");
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windows6 = await Flame.images.load("windows-6.png");
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SpriteAnimation firstWindow = SpriteAnimation.fromFrameData(
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windows0,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation secondWindow = SpriteAnimation.fromFrameData(
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windows1,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation thirdWindow = SpriteAnimation.fromFrameData(
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windows2,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation fourthWindow = SpriteAnimation.fromFrameData(
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windows3,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation fifthWindow = SpriteAnimation.fromFrameData(
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windows4,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation sixthWindow = SpriteAnimation.fromFrameData(
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windows5,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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SpriteAnimation seventhWindow = SpriteAnimation.fromFrameData(
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windows6,
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SpriteAnimationData.sequenced(
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amount: 1,
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stepTime: 1,
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textureSize: Vector2(2048, 683),
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loop: false));
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windowA = SpriteAnimationGroupComponent(
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animations: {
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WindowState.first: firstWindow,
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WindowState.second: secondWindow,
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WindowState.third: thirdWindow,
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WindowState.fourth: fourthWindow,
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WindowState.fifth: fifthWindow,
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WindowState.sixth: sixthWindow,
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WindowState.seventh: seventhWindow,
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},
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current: WindowState.first,
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);
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windowB = SpriteAnimationGroupComponent(
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animations: {
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WindowState.first: firstWindow,
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WindowState.second: secondWindow,
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WindowState.third: thirdWindow,
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WindowState.fourth: fourthWindow,
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WindowState.fifth: fifthWindow,
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WindowState.sixth: sixthWindow,
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WindowState.seventh: seventhWindow,
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},
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current: WindowState.first,
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);
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windowA.changePriorityWithoutResorting(WINDOW_PRIORITY);
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windowA.changePriorityWithoutResorting(WINDOW_PRIORITY);
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setUp();
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}
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void setUp() {
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windowA.current = WindowState.first;
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windowB.current = WindowState.first;
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overlayA.current = OverlayState.first;
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overlayB.current = OverlayState.first;
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background1Position = Vector2(0, 0);
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background1Size = Vector2(
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gameRef.viewport.canvasSize.y * (background.width / background.height),
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gameRef.viewport.canvasSize.y);
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windowA.position = background1Position;
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windowA.size = background1Size;
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overlayA.position = background1Position;
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overlayA.size = background1Size;
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background2Position =
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Vector2(background1Position.x + background1Size.x - 1, 0);
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background2Size = Vector2(
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gameRef.viewport.canvasSize.y * (background.width / background.height),
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gameRef.viewport.canvasSize.y);
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windowB.position = background2Position;
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windowB.size = background2Size;
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overlayB.position = background2Position;
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overlayB.size = background2Size;
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}
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@override
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void update(double dt) {
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switch (gameRef.gameState.getScoreLevel()) {
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case 12:
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windowA.current = WindowState.seventh;
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windowB.current = WindowState.seventh;
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break;
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case 11:
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overlayA.current = OverlayState.seventh;
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overlayB.current = OverlayState.seventh;
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break;
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case 10:
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windowA.current = WindowState.sixth;
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windowB.current = WindowState.sixth;
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break;
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case 9:
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overlayA.current = OverlayState.sixth;
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overlayB.current = OverlayState.sixth;
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break;
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case 8:
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windowA.current = WindowState.fifth;
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windowB.current = WindowState.fifth;
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break;
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case 7:
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overlayA.current = OverlayState.fifth;
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overlayB.current = OverlayState.fifth;
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break;
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case 6:
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windowA.current = WindowState.fourth;
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windowB.current = WindowState.fourth;
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break;
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case 5:
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overlayA.current = OverlayState.fourth;
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overlayB.current = OverlayState.fourth;
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break;
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case 4:
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windowA.current = WindowState.third;
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windowB.current = WindowState.third;
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break;
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case 3:
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overlayA.current = OverlayState.third;
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overlayB.current = OverlayState.third;
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break;
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case 2:
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windowA.current = WindowState.second;
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windowB.current = WindowState.second;
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break;
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case 1:
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overlayA.current = OverlayState.second;
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overlayB.current = OverlayState.second;
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break;
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default:
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windowA.current = WindowState.first;
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windowB.current = WindowState.first;
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overlayA.current = OverlayState.first;
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overlayB.current = OverlayState.first;
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break;
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}
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windowA.update(dt);
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windowB.update(dt);
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overlayA.update(dt);
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overlayB.update(dt);
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if (background1Position.x + background1Size.x < 0) {
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double newPosition = background2Position.x + background2Size.x;
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background1Position = Vector2(newPosition - 1, 0);
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} else if (background2Position.x + background2Size.x < 0) {
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double newPosition = background1Position.x + background1Size.x;
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background2Position = Vector2(newPosition - 1, 0);
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}
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double velocity = gameRef.gameState.getVelocity() / 10.0;
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background1Position = background1Position - Vector2(velocity * dt, 0);
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windowA.position = background1Position;
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overlayA.position = background1Position;
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background2Position = background2Position - Vector2(velocity * dt, 0);
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windowB.position = background2Position;
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overlayB.position = background2Position;
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}
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void render(Canvas canvas) {
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background1.render(canvas,
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size: background1Size, position: background1Position);
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canvas.save();
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overlayA.render(canvas);
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canvas.restore();
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canvas.save();
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windowA.render(canvas);
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canvas.restore();
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background2.render(canvas,
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size: background2Size, position: background2Position);
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canvas.save();
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overlayB.render(canvas);
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canvas.restore();
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canvas.save();
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windowB.render(canvas);
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canvas.restore();
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}
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@override
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void resize(Vector2 newSize, double xRatio, double yRatio) {
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background1Size =
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Vector2(newSize.y * (background.width / background.height), newSize.y);
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windowA.position = background1Position;
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windowA.size = background1Size;
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overlayA.position = background1Position;
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overlayA.size = background1Size;
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background2Position =
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Vector2(background1Position.x + background1Size.x - 1, 0);
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background2Size =
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Vector2(newSize.y * (background.width / background.height), newSize.y);
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windowB.position = background2Position;
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windowB.size = background2Size;
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overlayB.position = background2Position;
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overlayB.size = background2Size;
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}
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}
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