firo_runner/lib/runner.dart

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import 'package:flame/extensions.dart';
import 'package:firo_runner/moving_objects/bug.dart';
import 'package:firo_runner/moving_objects/moving_object.dart';
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import 'package:firo_runner/main.dart';
import 'package:flame/effects.dart';
import 'package:flame/flame.dart';
import 'dart:math';
import 'package:flame/components.dart';
import 'package:flame/image_composition.dart';
import 'package:flame_audio/flame_audio.dart';
import 'package:flutter/animation.dart';
import 'package:audioplayers/src/api/player_mode.dart';
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enum RunnerState {
run,
jump,
duck,
duck2,
duck3,
kick,
kick2,
kick3,
float,
float2,
float3,
fall,
die,
electrocute,
glitch,
}
class Runner extends Component with HasGameRef<MyGame> {
late SpriteAnimationGroupComponent sprite;
String runnerState = "run";
int level = 4;
String previousState = "run";
var runnerPosition = Vector2(0, 0);
late Vector2 runnerSize;
bool dead = false;
late Future boost;
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late var friend = null;
void setUp() {
dead = false;
runnerState = "run";
previousState = "run";
level = 4;
runnerSize = Vector2(
gameRef.size.y / 9,
gameRef.size.y / 9,
);
setSize(runnerSize, gameRef.blockSize);
runnerPosition = Vector2(gameRef.blockSize * 2, gameRef.blockSize * 4);
setPosition(runnerPosition);
}
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: Vector2(sprite.position.x - sprite.size.x / 3,
sprite.position.y - sprite.size.y / 3),
size: sprite.size * 1.6);
}
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// update which level the runner should be at.
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void updateLevel() {
level = (sprite.position.y / gameRef.blockSize).round();
}
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// process the event that the runner is in.
void event(String event) {
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if (gameRef.gameState.isPaused) {
return;
}
sprite.animation!.reset();
switch (event) {
case "jump":
previousState = runnerState;
runnerState = event;
sprite.current = RunnerState.jump;
sprite.addEffect(MoveEffect(
path: [
// sprite.position,
Vector2(sprite.x, (level - 1) * gameRef.blockSize),
],
duration: 0.15,
curve: Curves.bounceIn,
onComplete: () {
updateLevel();
this.event("float");
},
));
break;
case "double_jump":
if (belowPlatform()) {
break;
}
previousState = runnerState;
clearEffects(keepSounds: true);
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if (level - 1 < 0) {
break;
}
runnerState = event;
switch (gameRef.gameState.getRobotLevel()) {
case 3:
sprite.current = RunnerState.float3;
break;
case 2:
sprite.current = RunnerState.float2;
break;
default:
sprite.current = RunnerState.float;
break;
}
sprite.addEffect(MoveEffect(
path: [
Vector2(sprite.x, (level - 2) * gameRef.blockSize),
],
duration: 0.20,
curve: Curves.ease,
onComplete: () {
updateLevel();
clearEffects();
if (onTopOfPlatform()) {
this.event("run");
} else {
this.event("float");
}
},
));
break;
case "fall":
previousState = runnerState;
clearEffects();
runnerState = event;
sprite.current = RunnerState.fall;
sprite.addEffect(getFallingEffect());
break;
case "kick":
previousState = runnerState;
runnerState = event;
boost = FlameAudio.audioCache
.play('sfx/laser.mp3', volume: 1.0, mode: PlayerMode.LOW_LATENCY);
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switch (gameRef.gameState.getRobotLevel()) {
case 3:
sprite.current = RunnerState.kick3;
break;
case 2:
sprite.current = RunnerState.kick2;
break;
default:
sprite.current = RunnerState.kick;
break;
}
break;
case "run":
previousState = runnerState;
runnerState = event;
sprite.current = RunnerState.run;
break;
case "float":
previousState = runnerState;
runnerState = event;
boost = FlameAudio.audioCache.play('sfx/jet_boost.mp3',
volume: 0.25, mode: PlayerMode.LOW_LATENCY);
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switch (gameRef.gameState.getRobotLevel()) {
case 3:
sprite.current = RunnerState.float3;
break;
case 2:
sprite.current = RunnerState.float2;
break;
default:
sprite.current = RunnerState.float;
break;
}
sprite.addEffect(MoveEffect(
path: [sprite.position],
duration: 1.5,
curve: Curves.ease,
onComplete: () {
updateLevel();
if (onTopOfPlatform()) {
this.event("run");
} else {
this.event("fall");
}
},
));
break;
case "duck":
previousState = runnerState;
runnerState = event;
boost = FlameAudio.audioCache
.play('sfx/shield.mp3', volume: 0.25, mode: PlayerMode.LOW_LATENCY);
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switch (gameRef.gameState.getRobotLevel()) {
case 3:
sprite.current = RunnerState.duck3;
break;
case 2:
sprite.current = RunnerState.duck2;
break;
default:
sprite.current = RunnerState.duck;
break;
}
sprite.addEffect(MoveEffect(
path: [sprite.position],
duration: 1.5,
curve: Curves.linear,
onComplete: () {
if (boost != null) {
boost.then((value) => value.stop());
}
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this.event("run");
},
));
break;
case "die":
if (dead) {
return;
}
FlameAudio.audioCache.play('sfx/fall_death_speed.mp3',
volume: 0.5, mode: PlayerMode.LOW_LATENCY);
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previousState = runnerState;
clearEffects();
runnerState = event;
sprite.current = RunnerState.die;
dead = true;
friend.stop();
gameRef.die();
sprite.addEffect(getFallingEffect());
break;
case "electrocute":
if (dead) {
return;
}
FlameAudio.audioCache.play('sfx/fall_death_speed.mp3',
volume: 0.5, mode: PlayerMode.LOW_LATENCY);
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previousState = runnerState;
clearEffects();
runnerState = event;
sprite.current = RunnerState.electrocute;
dead = true;
friend.stop();
gameRef.die();
sprite.addEffect(getFallingEffect());
break;
case "glitch":
if (dead) {
return;
}
FlameAudio.audioCache.play('sfx/glitch_death.mp3',
volume: 0.5, mode: PlayerMode.LOW_LATENCY);
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previousState = runnerState;
clearEffects();
runnerState = event;
sprite.current = RunnerState.glitch;
dead = true;
friend.stop();
gameRef.die();
break;
default:
break;
}
}
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// Get the falling effect for falling and deaths.
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MoveEffect getFallingEffect() {
for (int i = level; i < 9; i++) {
if (i % 3 != 2) {
continue;
}
int distance = (i - 1 - level);
double time = 0.2;
for (int x = 2; x < distance; x++) {
time += time * pow(0.5, x - 1);
}
double estimatedXCoordinate =
time * gameRef.gameState.getVelocity() + sprite.x;
for (MovingObject p in gameRef.platformHolder.objects[i]) {
if (estimatedXCoordinate >= p.sprite.x - p.sprite.width / 2 &&
estimatedXCoordinate <= p.sprite.x + p.sprite.width) {
return MoveEffect(
path: [
Vector2(sprite.x, (i - 1) * gameRef.blockSize),
],
duration: time,
curve: Curves.ease,
onComplete: () {
updateLevel();
if (onTopOfPlatform()) {
FlameAudio.audioCache
.play('sfx/land.mp3', mode: PlayerMode.LOW_LATENCY);
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event("run");
} else {
event("fall");
}
},
);
}
}
}
return MoveEffect(
path: [
Vector2(sprite.x, 8 * gameRef.blockSize),
],
duration: 0.2 * (8 - level),
curve: Curves.ease,
onComplete: () {
updateLevel();
FlameAudio.audioCache
.play('sfx/land.mp3', mode: PlayerMode.LOW_LATENCY);
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if (onTopOfPlatform()) {
event("run");
} else {
event("fall");
}
},
);
}
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// Platform agnostic control input to determine the runners actions.
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void control(String input) {
if (gameRef.gameState.isPaused) {
return;
}
switch (input) {
case "up":
if (runnerState == "run" || runnerState == "kick") {
event("jump");
} else if (runnerState == "float" && previousState == "jump") {
event("double_jump");
} else if (runnerState == "duck") {
clearEffects();
event("run");
}
break;
case "down":
if (runnerState == "run" || runnerState == "kick") {
event("duck");
} else if (runnerState == "float" && onTopOfPlatform()) {
clearEffects();
event("run");
} else if (runnerState == "float") {
clearEffects();
event("fall");
}
break;
case "right":
if (runnerState == "run" || runnerState == "kick") {
event("kick");
}
break;
case "left":
if (runnerState == "kick") {
sprite.animation!.reset();
clearEffects();
event("run");
}
break;
}
}
@override
void update(double dt) {
super.update(dt);
if (sprite.position.y + sprite.size.y >= gameRef.size.y) {
event("die");
}
// If the animation is finished
if (sprite.animation?.done() ?? false) {
if (!dead) {
sprite.animation!.reset();
if (runnerState == "kick") {
event("run");
}
sprite.current = RunnerState.run;
}
}
if (runnerState == "float" || runnerState == "double_jump") {
if (onTopOfPlatform()) {
updateLevel();
clearEffects();
FlameAudio.audioCache
.play('sfx/land.mp3', mode: PlayerMode.LOW_LATENCY);
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event("run");
}
}
intersecting();
sprite.update(dt);
}
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// Check whether or not the runner is on top of a platform.
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bool onTopOfPlatform() {
Rect runnerRect = sprite.toRect();
bool onTopOfPlatform = false;
for (List<MovingObject> platformLevel in gameRef.platformHolder.objects) {
for (MovingObject 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;
}
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// Check if the runner is directly below a platform.
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bool belowPlatform() {
Rect runnerRect = Rect.fromLTRB(
sprite.toRect().left,
sprite.toRect().top,
sprite.toRect().right - sprite.toRect().width / 2,
sprite.toRect().bottom);
bool belowPlatform = false;
for (List<MovingObject> platformLevel in gameRef.platformHolder.objects) {
for (MovingObject p in platformLevel) {
String side = p.intersect(runnerRect);
if (side == "none") {
Rect belowRunner = Rect.fromLTRB(runnerRect.left, runnerRect.top - 1,
runnerRect.right, runnerRect.bottom);
if (p.intersect(belowRunner) == "bottom") {
belowPlatform = true;
}
}
}
}
return belowPlatform;
}
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// Check to see if the runner is intersecting any of the game objects, and
// trigger the appropriate events.
void intersecting() {
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if (gameRef.gameState.isPaused) {
return;
}
Rect runnerRect = sprite.toRect();
bool onTopOfPlatform = this.onTopOfPlatform();
for (List<MovingObject> coinLevel in gameRef.coinHolder.objects) {
for (int i = 0; i < coinLevel.length;) {
if (coinLevel[i].intersect(runnerRect) != "none") {
gameRef.gameState.numCoins++;
FlameAudio.audioCache.play('sfx/coin_catch.mp3',
volume: 0.25, mode: PlayerMode.LOW_LATENCY);
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gameRef.coinHolder.remove(coinLevel, i);
continue;
}
i++;
}
}
for (List<MovingObject> wireLevel in gameRef.wireHolder.objects) {
for (int i = 0; i < wireLevel.length; i++) {
if (wireLevel[i].intersect(runnerRect) != "none") {
event("electrocute");
return;
}
}
}
for (List<MovingObject> bugLevel in gameRef.bugHolder.objects) {
for (int i = 0; i < bugLevel.length; i++) {
String intersectState = bugLevel[i].intersect(runnerRect);
if (bugLevel[i].sprite.current == BugState.breaking) {
continue;
}
if (intersectState == "none") {
Rect above = Rect.fromLTRB(
runnerRect.left + sprite.width / 3,
runnerRect.top - 1,
runnerRect.right - sprite.width / 3,
runnerRect.bottom);
String aboveIntersect = bugLevel[i].intersect(above);
if (aboveIntersect != "none" &&
(runnerState == "duck" || runnerState == "float")) {
continue;
} else if (aboveIntersect != "none") {
event("glitch");
return;
}
} else if (intersectState == "left" && runnerState == "kick") {
FlameAudio.audioCache
.play('sfx/bug_death1.mp3', mode: PlayerMode.LOW_LATENCY);
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bugLevel[i].sprite.current = BugState.breaking;
gameRef.coinHolder.generateCoin(gameRef, level,
force: true, xPosition: bugLevel[i].sprite.x + gameRef.blockSize);
} else {
event("glitch");
return;
}
}
}
for (List<MovingObject> debrisLevel in gameRef.debrisHolder.objects) {
for (int i = 0; i < debrisLevel.length; i++) {
Rect slim = Rect.fromLTRB(
runnerRect.left + sprite.width / 3,
runnerRect.top,
runnerRect.right - sprite.width / 3,
runnerRect.bottom);
String intersectState = debrisLevel[i].intersect(slim);
if (intersectState == "none") {
continue;
} else if (runnerState == "duck" && intersectState != "above") {
continue;
} else {
FlameAudio.audioCache
.play('sfx/obstacle_death.mp3', mode: PlayerMode.LOW_LATENCY);
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event("die");
}
}
}
for (List<MovingObject> wallLevel in gameRef.wallHolder.objects) {
for (int i = 0; i < wallLevel.length; i++) {
Rect slim = Rect.fromLTRB(
runnerRect.left + sprite.width / 3,
runnerRect.top + sprite.height / (runnerState == "duck" ? 3 : 6),
runnerRect.right - sprite.width / 3,
runnerRect.bottom - sprite.height / 3);
String intersectState = wallLevel[i].intersect(slim);
if (intersectState == "none") {
continue;
} else {
FlameAudio.audioCache
.play('sfx/obstacle_death.mp3', mode: PlayerMode.LOW_LATENCY);
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event("die");
}
}
}
if (!onTopOfPlatform &&
(runnerState == "run" ||
runnerState == "kick" ||
runnerState == "duck")) {
clearEffects();
event("fall");
}
}
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// Load all of the runners animations.
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Future load() async {
List<Image> satellites = [];
for (int i = 1; i <= 38; i++) {
satellites.add(await Flame.images.load(
'runner/satellite/satellite00${i < 10 ? "0" + i.toString() : i.toString()}.png'));
}
SpriteAnimation running =
await loadSpriteAnimation("run", 38, satellites: satellites);
SpriteAnimation jumping = await loadSpriteAnimation("jump", 6,
satellites: satellites, loop: false);
SpriteAnimation ducking =
await loadSpriteAnimation("duck1", 38, satellites: satellites);
SpriteAnimation ducking2 =
await loadSpriteAnimation("duck2", 38, satellites: satellites);
SpriteAnimation ducking3 =
await loadSpriteAnimation("duck3", 38, satellites: satellites);
SpriteAnimation kicking = await loadSpriteAnimation("attack1", 38,
satellites: satellites, loop: false);
SpriteAnimation kicking2 = await loadSpriteAnimation("attack2", 38,
satellites: satellites, loop: false);
SpriteAnimation kicking3 = await loadSpriteAnimation("attack3", 38,
satellites: satellites, loop: false);
SpriteAnimation floating =
await loadSpriteAnimation("hover1", 44, satellites: satellites);
SpriteAnimation floating2 =
await loadSpriteAnimation("hover2", 44, satellites: satellites);
SpriteAnimation floating3 =
await loadSpriteAnimation("hover3", 44, satellites: satellites);
SpriteAnimation falling = await loadSpriteAnimation("fall", 20,
satellites: satellites, loop: false);
SpriteAnimation dying =
await loadSpriteAnimation("death2", 57, loop: false);
SpriteAnimation dyingGlitch =
await loadSpriteAnimation("death1", 82, loop: false);
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sprite = SpriteAnimationGroupComponent(
animations: {
RunnerState.run: running,
RunnerState.jump: jumping,
RunnerState.duck: ducking,
RunnerState.duck2: ducking2,
RunnerState.duck3: ducking3,
RunnerState.kick: kicking,
RunnerState.kick2: kicking2,
RunnerState.kick3: kicking3,
RunnerState.float: floating,
RunnerState.float2: floating2,
RunnerState.float3: floating3,
RunnerState.fall: falling,
RunnerState.die: dying,
RunnerState.electrocute: dying,
RunnerState.glitch: dyingGlitch,
},
current: RunnerState.run,
);
changePriorityWithoutResorting(RUNNER_PRIORITY);
}
Future<SpriteAnimation> loadSpriteAnimation(String name, int howManyFrames,
{List<Image>? satellites, bool loop = true}) async {
List<Sprite> sprites = [];
for (int i = 1; i <= howManyFrames; i++) {
final composition = ImageComposition();
if (satellites != null) {
composition.add(
satellites.elementAt(((i - 1) % satellites.length)), Vector2(0, 0));
}
composition.add(
await Flame.images.load(
'runner/$name/${name}00${i < 10 ? "0" + i.toString() : i.toString()}.png'),
Vector2(0, 0));
sprites.add(Sprite(await composition.compose()));
}
return SpriteAnimation.spriteList(sprites, stepTime: 0.02, loop: loop);
}
void resize(Vector2 newSize, double xRatio, double yRatio) {
sprite.x = gameRef.blockSize * 2;
sprite.y = gameRef.blockSize * level;
sprite.size.x = gameRef.blockSize;
sprite.size.y = gameRef.blockSize;
if (sprite.effects.isNotEmpty) {
sprite.effects.first.onComplete!();
}
}
void clearEffects({bool keepSounds = false}) {
sprite.clearEffects();
if (!keepSounds && boost != null) {
boost.then((value) => value.stop());
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}
}
}