Fixed the platform issue #2 on Web, and made the beginning platforms more seamless. Added a new Kick animation and the ability to cancel a kick.
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Before Width: | Height: | Size: 844 KiB After Width: | Height: | Size: 1.4 MiB |
@ -5,6 +5,7 @@ import 'package:firo_runner/circuit_background.dart';
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import 'package:firo_runner/coin_holder.dart';
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import 'package:firo_runner/firework.dart';
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import 'package:firo_runner/game_state.dart';
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import 'package:firo_runner/platform.dart';
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import 'package:firo_runner/platform_holder.dart';
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import 'package:firo_runner/wire.dart';
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import 'package:firo_runner/wire_holder.dart';
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@ -203,6 +204,8 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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runner.setUp();
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fillScreen();
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platformHolder.platforms[2][0].sprite.current = PlatformState.left;
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platformHolder.platforms[5][0].sprite.current = PlatformState.left;
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}
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@override
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@ -99,7 +99,7 @@ class Platform extends MovingObject {
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right = platformLevel.elementAt(index + 1).sprite.position;
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}
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super.update(dt);
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if (index == -1 || sprite.position.x <= 0) {
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if (index == -1 || (index < 1 && sprite.x <= sprite.width)) {
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return;
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}
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Vector2 left = Vector2(-200, -200);
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@ -239,6 +239,13 @@ class Runner extends Component with HasGameRef<MyGame> {
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event("kick");
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}
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break;
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case "left":
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if (runnerState == "kick") {
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sprite.animation!.reset();
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sprite.clearEffects();
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event("run");
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}
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break;
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case "center":
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// if (runnerState == "fall") {
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// updateLevel();
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@ -367,8 +374,6 @@ class Runner extends Component with HasGameRef<MyGame> {
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}
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} else if (intersectState == "left" && runnerState == "kick") {
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bugLevel[i].sprite.current = BugState.breaking;
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// bugLevel[i].remove();
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// bugLevel.removeAt(i);
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} else {
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event("glitch");
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return;
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@ -416,8 +421,8 @@ class Runner extends Component with HasGameRef<MyGame> {
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SpriteAnimation kicking = await loadSpriteAnimation(
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'kick-frames.png',
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SpriteAnimationData.sequenced(
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amount: 13,
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stepTime: 0.05,
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amount: 19,
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stepTime: 0.03,
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textureSize: Vector2(512, 512),
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loop: false,
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),
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