firo_runner/lib/CoinHolder.dart

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import 'dart:math';
import 'package:flame/flame.dart';
import 'package:flutter/material.dart';
import 'Coin.dart';
import 'main.dart';
class Coinholder {
var coin;
Random random = Random();
late List<List<Coin>> coins = [];
Future loadCoins() async {
coin = await Flame.images.load("coin-frames.png");
for (int i = 0; i < 9; i++) {
coins.add([]);
}
}
getCoin() {
return coin;
}
bool generateCoin(MyGame gameRef, int level, bool force) {
if (totalCoins() > 5) {
return false;
}
double xCordinate = gameRef.platformHolder.getFlushX();
// if (coins[level].isNotEmpty) {
// xCordinate = coins[level].last.getRightEnd();
// }
xCordinate = xCordinate +
gameRef.blockSize * random.nextInt(5) +
gameRef.blockSize * 20;
if (xCordinate < gameRef.size.x && random.nextInt(1000000) > 99999) {
return true;
} else {
Coin coin = Coin(gameRef);
coin.setPosition(xCordinate, gameRef.blockSize * level);
coins[level].add(coin);
return false;
}
}
int totalCoins() {
int total = 0;
for (List<Coin> levelCoins in coins) {
total += levelCoins.length;
}
return total;
}
void render(Canvas canvas) {
for (List<Coin> coinLevel in coins) {
for (Coin p in coinLevel) {
p.render(canvas);
}
}
}
void update(double dt) {
for (List<Coin> coinLevel in coins) {
for (Coin p in coinLevel) {
p.update(dt);
}
}
}
void removePast(MyGame gameRef) {
for (List<Coin> coinLevel in coins) {
for (int i = 0; i < coinLevel.length;) {
if (coinLevel[i].sprite.x + coinLevel[i].sprite.width < 0) {
coinLevel.removeAt(i);
continue;
}
i++;
}
}
}
}