firo_runner/lib/firework.dart

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Dart
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import 'package:firo_runner/main.dart';
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/flame.dart';
enum FireworkState { normal }
class Firework extends Component {
MyGame gameRef;
late SpriteAnimationGroupComponent sprite1;
late SpriteAnimationGroupComponent sprite2;
Firework(this.gameRef);
double timeSinceFirework = 0;
String message = "";
Future load() async {
Image firework = await Flame.images.load("fireworks-frames.png");
SpriteAnimation normal = SpriteAnimation.fromFrameData(
firework,
SpriteAnimationData.sequenced(
amount: 10,
stepTime: 0.25,
textureSize: Vector2(512, 512),
loop: false,
),
);
sprite1 = SpriteAnimationGroupComponent(
animations: {
FireworkState.normal: normal,
},
current: FireworkState.normal,
);
sprite1.changePriorityWithoutResorting(FIREWORK_PRIORITY);
sprite1.update(100);
sprite1.size =
Vector2(gameRef.viewport.canvasSize.y, gameRef.viewport.canvasSize.y);
sprite1.position = Vector2(0, 0);
sprite2 = SpriteAnimationGroupComponent(
animations: {
FireworkState.normal: normal,
},
current: FireworkState.normal,
);
sprite2.changePriorityWithoutResorting(FIREWORK_PRIORITY);
sprite2.size =
Vector2(gameRef.viewport.canvasSize.y, gameRef.viewport.canvasSize.y);
sprite2.position =
Vector2(gameRef.viewport.canvasSize.x - sprite2.size.x, 0);
sprite2.update(100);
}
void setUp() {
message = "";
timeSinceFirework = 0;
gameRef.add(sprite1);
gameRef.add(sprite2);
}
@override
void update(double dt) {
if (!(sprite1.animation?.done() ?? false)) {
timeSinceFirework = 0;
} else {
timeSinceFirework += dt;
}
sprite1.update(dt);
sprite2.update(dt);
}
void renderText(Canvas canvas) {
sprite1.render(canvas);
sprite1.render(canvas);
if ((sprite1.animation?.done() ?? false) &&
timeSinceFirework < 1 &&
message != "") {
gameRef.fireworksPaint.render(
canvas,
message,
Vector2(
gameRef.size.x / 2 -
gameRef.fireworksPaint.measureTextWidth(message) / 2,
gameRef.size.y / 9 -
gameRef.fireworksPaint.measureTextHeight(message) / 2),
);
}
}
void reset() {
message = gameRef.gameState.numCoins.toString();
sprite1.animation!.reset();
sprite2.animation!.reset();
}
}