firo_runner/lib/game_state.dart

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import 'package:firo_runner/main.dart';
import 'package:flame/components.dart';
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// Class the holds the game state and several functions related to score and
// speed.
class GameState extends Component {
int start = 0;
bool isPaused = false;
int numCoins = 0;
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int time = 0;
late MyGame gameRef;
int previousLevel = 1;
@override
void update(double dt) {
super.update(dt);
if (!isPaused) {
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time = DateTime.now().microsecondsSinceEpoch - start;
if (previousLevel != getLevel()) {
previousLevel = getLevel();
gameRef.fireworks.reset();
}
}
}
void addCoin() {
numCoins++;
}
void setUp(MyGame gameRef) {
this.gameRef = gameRef;
numCoins = 0;
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time = 0;
previousLevel = 1;
start = DateTime.now().microsecondsSinceEpoch;
isPaused = false;
}
void setPaused() {
isPaused = true;
}
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// This is the level of the game.
int getLevel() {
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if (time > LEVEL7) {
return 7;
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} else if (time > LEVEL6) {
return 6;
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} else if (time > LEVEL5) {
return 5;
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} else if (time > LEVEL4) {
return 4;
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} else if (time > LEVEL3) {
return 3;
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} else if (time > LEVEL2) {
return 2;
} else {
return 1;
}
}
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// This determines the stages of the games and its animations.
int getScoreLevel() {
int score = getScore();
if (score > LEVEL7) {
return 12;
} else if (score > LEVEL6 + LEVEL6 / 2) {
return 11;
} else if (score > LEVEL6) {
return 10;
} else if (score > LEVEL5 + LEVEL5 / 2) {
return 9;
} else if (score > LEVEL5) {
return 8;
} else if (score > LEVEL4 + LEVEL4 / 2) {
return 7;
} else if (score > LEVEL4) {
return 6;
} else if (score > LEVEL3 + LEVEL3 / 2) {
return 5;
} else if (score > LEVEL3) {
return 4;
} else if (score > LEVEL2 + LEVEL2 / 2) {
return 3;
} else if (score > LEVEL2) {
return 2;
} else if (score > LEVEL2 - LEVEL2 / 2) {
return 1;
} else {
return 0;
}
}
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// Gets the danger level of the game, this determines the appearance of
// obstacles in the beginning of the game.
int getDangerLevel() {
int score = getScore();
if (score > LEVEL2 / 2 + LEVEL2 / (2 * 4)) {
return 5;
} else if (score > LEVEL2 / 2) {
return 4;
} else if (score > LEVEL2 / 2 - LEVEL2 / (2 * 4)) {
return 3;
} else if (score > LEVEL2 / 2 - 2 * LEVEL2 / (2 * 4)) {
return 2;
} else if (score > LEVEL2 / 2 - 3 * LEVEL2 / (2 * 4)) {
return 1;
} else {
return 0;
}
}
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// This score is used to determine the danger level of the game,
// and progression.
int getScore() {
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return time ~/ 10 + numCoins * 1000000;
}
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// This is the real score that the player sees.
int getPlayerScore() {
return getScore() ~/ 10000;
}
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// Gets how long the player has been playing the game.
int getPlayerTime() {
return time ~/ 1000000;
}
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// Get the relative pixel velocity at the current moment.
double getVelocity() {
if (!isPaused) {
switch (getLevel()) {
case 7:
return gameRef.viewport.canvasSize.x * 0.30;
case 6:
return gameRef.viewport.canvasSize.x * 0.28;
case 5:
return gameRef.viewport.canvasSize.x * 0.26;
case 4:
return gameRef.viewport.canvasSize.x * 0.24;
case 3:
return gameRef.viewport.canvasSize.x * 0.22;
case 2:
return gameRef.viewport.canvasSize.x * 0.20;
default:
return gameRef.viewport.canvasSize.x * 0.18;
}
} else {
return 0;
}
}
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// Returns the level of the Robot, used to determine what animations it uses.
int getRobotLevel() {
if (numCoins > COINS_ROBOT_UPGRADE2) {
return 3;
} else if (numCoins > COINS_ROBOT_UPGRADE1) {
return 2;
} else {
return 1;
}
}
}