forked from marco/firo_runner
215 lines
6.7 KiB
Dart
215 lines
6.7 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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class CircuitBackground extends MovingObject {
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late Image background;
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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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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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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 first = 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(6000, 2000),
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loop: false));
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SpriteAnimation second = 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(6000, 2000),
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loop: false));
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SpriteAnimation third = 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(6000, 2000),
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loop: false));
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SpriteAnimation fourth = 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(6000, 2000),
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loop: false));
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SpriteAnimation fifth = 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(6000, 2000),
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loop: false));
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SpriteAnimation sixth = 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(6000, 2000),
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loop: false));
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SpriteAnimation seventh = 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(6000, 2000),
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loop: false));
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windowA = SpriteAnimationGroupComponent(
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animations: {
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WindowState.first: first,
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WindowState.second: second,
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WindowState.third: third,
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WindowState.fourth: fourth,
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WindowState.fifth: fifth,
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WindowState.sixth: sixth,
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WindowState.seventh: seventh,
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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: first,
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WindowState.second: second,
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WindowState.third: third,
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WindowState.fourth: fourth,
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WindowState.fifth: fifth,
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WindowState.sixth: sixth,
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WindowState.seventh: seventh,
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},
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current: WindowState.first,
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);
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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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gameRef.add(windowA);
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gameRef.add(windowB);
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background1Position = Vector2(0, 0);
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background1Size = Vector2(
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gameRef.size.y * (background.width / background.height),
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gameRef.size.y);
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windowA.position = background1Position;
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windowA.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.size.y * (background.width / background.height),
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gameRef.size.y);
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windowB.position = background2Position;
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windowB.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.getLevel()) {
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case 7:
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gameRef.circuitBackground.windowA.current = WindowState.seventh;
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gameRef.circuitBackground.windowB.current = WindowState.seventh;
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break;
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case 6:
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gameRef.circuitBackground.windowA.current = WindowState.sixth;
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gameRef.circuitBackground.windowB.current = WindowState.sixth;
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break;
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case 5:
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gameRef.circuitBackground.windowA.current = WindowState.fifth;
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gameRef.circuitBackground.windowB.current = WindowState.fifth;
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break;
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case 4:
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gameRef.circuitBackground.windowA.current = WindowState.fourth;
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gameRef.circuitBackground.windowB.current = WindowState.fourth;
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break;
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case 3:
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gameRef.circuitBackground.windowA.current = WindowState.third;
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gameRef.circuitBackground.windowB.current = WindowState.third;
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break;
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case 2:
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gameRef.circuitBackground.windowA.current = WindowState.second;
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gameRef.circuitBackground.windowB.current = WindowState.second;
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break;
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default:
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gameRef.circuitBackground.windowA.current = WindowState.first;
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gameRef.circuitBackground.windowB.current = WindowState.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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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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background2Position = background2Position - Vector2(velocity * dt, 0);
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windowB.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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// windowA.render(canvas);
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background2.render(canvas,
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size: background2Size, position: background2Position);
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// windowB.render(canvas);
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}
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}
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