firo_runner/lib/coin_holder.dart

103 lines
2.4 KiB
Dart

import 'package:firo_runner/holder.dart';
import 'package:flame/components.dart';
import 'package:flame/flame.dart';
import 'package:firo_runner/coin.dart';
import 'package:firo_runner/main.dart';
import 'package:flame/extensions.dart';
import 'package:firo_runner/platform.dart';
class CoinHolder extends Holder {
late Image coin;
late SpriteAnimationGroupComponent sprite;
late MyGame personalGameRef;
@override
Future load() async {
coin = await Flame.images.load("coin-frames.png");
SpriteAnimation normal = SpriteAnimation.fromFrameData(
coin,
SpriteAnimationData.sequenced(
amount: 12,
stepTime: 0.1,
textureSize: Vector2(512, 512),
),
);
sprite = SpriteAnimationGroupComponent(
animations: {
CoinState.normal: normal,
},
current: CoinState.normal,
);
sprite.changePriorityWithoutResorting(COIN_PRIORITY);
sprite.size = Vector2(20, 20);
}
void setPersonalGameRef(MyGame gameRef) {
personalGameRef = gameRef;
}
@override
void resize(Vector2 newSize, double xRatio, double yRatio) {
super.resize(newSize, xRatio, yRatio);
sprite.x *= xRatio;
sprite.y *= yRatio;
sprite.width *= xRatio;
sprite.height *= yRatio;
}
void renderCoinScore(Canvas c) {
sprite.position = Vector2(personalGameRef.size.x - 70, 10);
sprite.render(c);
}
Image getCoin() {
return coin;
}
bool generateCoin(MyGame gameRef, int level,
{bool force = false, double xPosition = 0}) {
if (total() > 5 && !force) {
return false;
}
if (objects[level].isNotEmpty && !force) {
return false;
}
if (random.nextInt(100) > 25 && !force) {
return true;
} else {
int nearestPlatform = getNearestPlatform(level);
Platform? platform =
gameRef.platformHolder.getPlatformOffScreen(nearestPlatform);
double xCoordinate = -100;
if (force) {
xCoordinate = xPosition;
} else if (level == 0) {
xCoordinate = gameRef.size.x;
} else if (platform != null) {
xCoordinate = platform.sprite.x;
} else {
return false;
}
Coin coin = Coin(gameRef);
coin.setPosition(xCoordinate, gameRef.blockSize * level);
if (gameRef.isTooNearOtherObstacles(coin.sprite.toRect()) && !force) {
return false;
}
objects[level].add(coin);
gameRef.add(coin.sprite);
}
return false;
}
}