Added level scaling and animations as Firo coins are gathered #4. Also Tightened the controls on mobile to make user input faster.
This commit is contained in:
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91e5554105
@ -50,7 +50,7 @@ class CoinHolder extends Holder {
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}
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void renderCoinScore(Canvas c) {
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sprite.position = Vector2(personalGameRef.size.x - 33, 10);
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sprite.position = Vector2(personalGameRef.size.x - 70, 10);
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sprite.render(c);
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}
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@ -87,6 +87,23 @@ class GameState extends Component {
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}
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}
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int getDangerLevel() {
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int score = getScore();
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if (score > LEVEL2 / 2 + LEVEL2 / (2 * 4)) {
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return 5;
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} else if (score > LEVEL2 / 2) {
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return 4;
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} else if (score > LEVEL2 / 2 - LEVEL2 / (2 * 4)) {
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return 3;
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} else if (score > LEVEL2 / 2 - 2 * LEVEL2 / (2 * 4)) {
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return 2;
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} else if (score > LEVEL2 / 2 - 3 * LEVEL2 / (2 * 4)) {
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return 1;
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} else {
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return 0;
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}
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}
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int getScore() {
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return distance ~/ 10 + numCoins * 1000000;
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}
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@ -103,22 +120,32 @@ class GameState extends Component {
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if (!isPaused) {
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switch (getLevel()) {
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case 7:
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return gameRef.viewport.canvasSize.x * 0.25;
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return gameRef.viewport.canvasSize.x * 0.28;
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case 6:
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return gameRef.viewport.canvasSize.x * 0.20;
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return gameRef.viewport.canvasSize.x * 0.26;
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case 5:
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return gameRef.viewport.canvasSize.x * 0.18;
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return gameRef.viewport.canvasSize.x * 0.24;
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case 4:
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return gameRef.viewport.canvasSize.x * 0.16;
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return gameRef.viewport.canvasSize.x * 0.22;
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case 3:
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return gameRef.viewport.canvasSize.x * 0.14;
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return gameRef.viewport.canvasSize.x * 0.20;
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case 2:
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return gameRef.viewport.canvasSize.x * 0.12;
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return gameRef.viewport.canvasSize.x * 0.18;
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default:
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return gameRef.viewport.canvasSize.x * 0.1;
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return gameRef.viewport.canvasSize.x * 0.16;
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}
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} else {
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return 0;
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}
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}
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int getRobotLevel() {
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if (numCoins > COINS_ROBOT_UPGRADE2) {
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return 3;
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} else if (numCoins > COINS_ROBOT_UPGRADE1) {
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return 2;
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} else {
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return 1;
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}
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}
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}
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@ -53,9 +53,9 @@ class LoseMenuOverlay extends StatelessWidget {
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child: Padding(
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padding: const EdgeInsets.all(8.0),
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child: Text(
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" Main Menu ",
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" MAIN MENU ",
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style: TextStyle(
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color: Colors.white,
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color: Colors.cyan,
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fontSize: width * 0.03,
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),
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),
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@ -83,9 +83,9 @@ class LoseMenuOverlay extends StatelessWidget {
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child: Padding(
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padding: const EdgeInsets.all(8.0),
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child: Text(
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" Replay ",
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" REPLAY ",
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style: TextStyle(
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color: Colors.white,
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color: Colors.cyan,
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fontSize: width * 0.03,
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),
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),
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124
lib/main.dart
124
lib/main.dart
@ -34,12 +34,15 @@ import 'package:firo_runner/main_menu_overlay.dart';
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const COLOR = Color(0xFFDDC0A3);
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const int LOADING_TIME = 2000000;
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const LEVEL2 = 10000000;
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const LEVEL3 = 20000000;
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const LEVEL4 = 30000000;
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const LEVEL5 = 40000000;
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const LEVEL6 = 50000000;
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const LEVEL7 = 60000000;
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const LEVEL2 = 25000000;
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const LEVEL3 = 50000000;
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const LEVEL4 = 75000000;
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const LEVEL5 = 100000000;
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const LEVEL6 = 125000000;
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const LEVEL7 = 150000000;
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const COINS_ROBOT_UPGRADE1 = 50;
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const COINS_ROBOT_UPGRADE2 = 100;
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const OVERLAY_PRIORITY = 110;
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const RUNNER_PRIORITY = 100;
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@ -170,12 +173,12 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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await runner.load(loadSpriteAnimation);
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loaded = true;
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_distance = TextComponent("Distance: 0",
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_distance = TextComponent("Time: 0",
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position: Vector2(size.x - 100, 10), textRenderer: scoresPaint)
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..anchor = Anchor.topRight;
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_distance.changePriorityWithoutResorting(OVERLAY_PRIORITY);
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_coins = TextComponent(": 0",
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position: Vector2(size.x - 35, 10), textRenderer: scoresPaint)
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position: Vector2(size.x - 20, 10), textRenderer: scoresPaint)
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..anchor = Anchor.topRight;
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_coins.changePriorityWithoutResorting(OVERLAY_PRIORITY);
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overlays.add("gameOver");
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@ -196,24 +199,31 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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if (shouldReset) {
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return;
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}
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int dangerLevel = gameState.getDangerLevel();
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platformHolder.generatePlatforms(this);
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int wireChosenRegion = random.nextInt(9);
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if (wireChosenRegion % 3 != 2 &&
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wireChosenRegion != 6 &&
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wireChosenRegion != 7) {
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wireHolder.generateWire(this, wireChosenRegion);
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if (dangerLevel > 2) {
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int wireChosenRegion = random.nextInt(9);
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if (wireChosenRegion % 3 != 2 &&
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wireChosenRegion != 6 &&
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wireChosenRegion != 7) {
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wireHolder.generateWire(this, wireChosenRegion);
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}
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}
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int bugChosenRegion = random.nextInt(9);
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if (bugChosenRegion % 3 != 2 && bugChosenRegion % 3 != 0) {
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bugHolder.generateBug(this, bugChosenRegion);
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if (dangerLevel > 0) {
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int bugChosenRegion = random.nextInt(9);
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if (bugChosenRegion % 3 != 2 && bugChosenRegion % 3 != 0) {
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bugHolder.generateBug(this, bugChosenRegion);
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}
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}
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int debrisChosenRegion = random.nextInt(9);
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if (debrisChosenRegion % 3 == 0 && debrisChosenRegion != 6) {
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debrisHolder.generateDebris(this, debrisChosenRegion);
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if (dangerLevel > 1) {
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int debrisChosenRegion = random.nextInt(9);
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if (debrisChosenRegion % 3 == 0 && debrisChosenRegion != 6) {
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debrisHolder.generateDebris(this, debrisChosenRegion);
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}
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}
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int choseCoinLevel = random.nextInt(9);
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@ -221,9 +231,11 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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coinHolder.generateCoin(this, choseCoinLevel);
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}
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int wallChosenRegion = random.nextInt(9);
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if (wallChosenRegion % 3 == 1 && wallChosenRegion != 7) {
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wallHolder.generateWall(this, wallChosenRegion);
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if (dangerLevel > 4) {
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int wallChosenRegion = random.nextInt(9);
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if (wallChosenRegion % 3 == 1 && wallChosenRegion != 7) {
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wallHolder.generateWall(this, wallChosenRegion);
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}
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}
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}
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@ -389,12 +401,12 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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circuitBackground.render(canvas);
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fireworks.renderText(canvas);
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super.render(canvas);
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final fpsCount = fps(10000);
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fireworksPaint.render(
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canvas,
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fpsCount.toString(),
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Vector2(0, 0),
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);
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// final fpsCount = fps(10000);
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// fireworksPaint.render(
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// canvas,
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// fpsCount.toString(),
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// Vector2(0, 0),
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// );
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coinHolder.renderCoinScore(canvas);
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}
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}
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@ -426,7 +438,7 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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debrisHolder.update(dt);
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wallHolder.update(dt);
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_distance.text = "Distance: ${gameState.getPlayerDistance()}";
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_distance.text = "Time: ${gameState.getPlayerDistance()}";
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_coins.text = " ${gameState.numCoins}";
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if (shouldReset &&
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!overlays.isActive('gameOver') &&
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@ -464,36 +476,46 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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yDeltas = List.empty(growable: true);
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}
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bool action = false;
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@override
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void onPanUpdate(DragUpdateInfo info) {
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xDeltas.add(info.delta.game.x);
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yDeltas.add(info.delta.game.y);
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if (xDeltas.length > 2 && !action) {
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action = true;
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if (!playingMusic && kIsWeb) {
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playMusic();
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}
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double xDelta = xDeltas.isEmpty
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? 0
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: xDeltas.reduce((value, element) => value + element);
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double yDelta = yDeltas.isEmpty
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? 0
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: yDeltas.reduce((value, element) => value + element);
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if (xDelta.abs() > yDelta.abs()) {
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if (xDelta > 0) {
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runner.control("right");
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} else {
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runner.control("left");
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}
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} else if (xDelta.abs() < yDelta.abs()) {
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if (yDelta > 0) {
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runner.control("down");
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} else {
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runner.control("up");
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}
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}
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xDeltas = List.empty(growable: true);
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yDeltas = List.empty(growable: true);
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}
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}
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@override
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void onPanEnd(DragEndInfo info) {
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if (!playingMusic && kIsWeb) {
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playMusic();
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}
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double xDelta = xDeltas.isEmpty
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? 0
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: xDeltas.reduce((value, element) => value + element);
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double yDelta = yDeltas.isEmpty
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? 0
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: yDeltas.reduce((value, element) => value + element);
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if (xDelta.abs() > yDelta.abs()) {
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if (xDelta > 0) {
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runner.control("right");
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} else {
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runner.control("left");
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}
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} else if (xDelta.abs() < yDelta.abs()) {
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if (yDelta > 0) {
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runner.control("down");
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} else {
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runner.control("up");
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}
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}
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action = false;
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xDeltas = List.empty(growable: true);
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yDeltas = List.empty(growable: true);
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}
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@override
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@ -54,9 +54,9 @@ class MainMenuOverlay extends StatelessWidget {
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child: Padding(
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padding: const EdgeInsets.all(8.0),
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child: Text(
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" Start ",
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" START ",
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style: TextStyle(
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color: Colors.white,
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color: Colors.cyan,
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fontSize: width * 0.03,
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),
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),
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@ -81,9 +81,9 @@ class MainMenuOverlay extends StatelessWidget {
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// child: Padding(
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// padding: EdgeInsets.all(8.0),
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// child: Text(
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// " Deposit ",
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// " DEPOSIT ",
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// style: TextStyle(
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// color: Colors.white,
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// color: Colors.cyan,
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// fontSize: width * 0.03,
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// ),
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// ),
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@ -107,9 +107,9 @@ class MainMenuOverlay extends StatelessWidget {
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// child: Padding(
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// padding: EdgeInsets.all(8.0),
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// child: Text(
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// " Leader Boards ",
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// " LEADER BOARD ",
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// style: TextStyle(
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// color: Colors.white,
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// color: Colors.cyan,
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// fontSize: width * 0.03,
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// ),
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// ),
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164
lib/runner.dart
164
lib/runner.dart
@ -14,8 +14,14 @@ enum RunnerState {
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run,
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jump,
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duck,
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duck2,
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duck3,
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kick,
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kick2,
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kick3,
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float,
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float2,
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float3,
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fall,
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die,
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electrocute,
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@ -78,6 +84,7 @@ class Runner extends Component with HasGameRef<MyGame> {
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if (gameRef.gameState.isPaused) {
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return;
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}
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sprite.animation!.reset();
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switch (event) {
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case "jump":
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previousState = runnerState;
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@ -88,7 +95,7 @@ class Runner extends Component with HasGameRef<MyGame> {
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// sprite.position,
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Vector2(sprite.x, (level - 1) * gameRef.blockSize),
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],
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duration: 0.25,
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duration: 0.15,
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curve: Curves.bounceIn,
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onComplete: () {
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updateLevel();
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@ -106,12 +113,22 @@ class Runner extends Component with HasGameRef<MyGame> {
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break;
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}
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runnerState = event;
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sprite.current = RunnerState.float;
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switch (gameRef.gameState.getRobotLevel()) {
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case 3:
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sprite.current = RunnerState.float3;
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break;
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case 2:
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sprite.current = RunnerState.float2;
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break;
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default:
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sprite.current = RunnerState.float;
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break;
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}
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sprite.addEffect(MoveEffect(
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path: [
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Vector2(sprite.x, (level - 2) * gameRef.blockSize),
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],
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duration: 0.5,
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duration: 0.20,
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curve: Curves.ease,
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onComplete: () {
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updateLevel();
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@ -133,7 +150,17 @@ class Runner extends Component with HasGameRef<MyGame> {
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case "kick":
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previousState = runnerState;
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runnerState = event;
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sprite.current = RunnerState.kick;
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switch (gameRef.gameState.getRobotLevel()) {
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case 3:
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sprite.current = RunnerState.kick3;
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break;
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case 2:
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sprite.current = RunnerState.kick2;
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break;
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default:
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sprite.current = RunnerState.kick;
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break;
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}
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break;
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case "run":
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previousState = runnerState;
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@ -143,7 +170,17 @@ class Runner extends Component with HasGameRef<MyGame> {
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case "float":
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previousState = runnerState;
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runnerState = event;
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sprite.current = RunnerState.float;
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switch (gameRef.gameState.getRobotLevel()) {
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case 3:
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sprite.current = RunnerState.float3;
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break;
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case 2:
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sprite.current = RunnerState.float2;
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break;
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default:
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sprite.current = RunnerState.float;
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break;
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}
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sprite.addEffect(MoveEffect(
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path: [sprite.position],
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duration: 1.5,
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@ -161,7 +198,17 @@ class Runner extends Component with HasGameRef<MyGame> {
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case "duck":
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previousState = runnerState;
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runnerState = event;
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sprite.current = RunnerState.duck;
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switch (gameRef.gameState.getRobotLevel()) {
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case 3:
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sprite.current = RunnerState.duck3;
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break;
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case 2:
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sprite.current = RunnerState.duck2;
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break;
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default:
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sprite.current = RunnerState.duck;
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break;
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}
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sprite.addEffect(MoveEffect(
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path: [sprite.position],
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duration: 1.5,
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@ -529,6 +576,36 @@ class Runner extends Component with HasGameRef<MyGame> {
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SpriteAnimation ducking =
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SpriteAnimation.spriteList(ducks, stepTime: 0.02, loop: true);
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List<Sprite> ducks2 = [];
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for (int i = 1; i <= 38; i++) {
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final composition = ImageComposition()
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..add(satellites.elementAt(i - 1), Vector2(0, 0))
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..add(
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await Flame.images.load(
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'runner/duck2/duck200${i < 10 ? "0" + i.toString() : i.toString()}.png'),
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Vector2(0, 0));
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ducks2.add(Sprite(await composition.compose()));
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}
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SpriteAnimation ducking2 =
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SpriteAnimation.spriteList(ducks2, stepTime: 0.02, loop: true);
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List<Sprite> ducks3 = [];
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for (int i = 1; i <= 38; i++) {
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final composition = ImageComposition()
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..add(satellites.elementAt(i - 1), Vector2(0, 0))
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..add(
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await Flame.images.load(
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'runner/duck3/duck300${i < 10 ? "0" + i.toString() : i.toString()}.png'),
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Vector2(0, 0));
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ducks3.add(Sprite(await composition.compose()));
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}
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SpriteAnimation ducking3 =
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SpriteAnimation.spriteList(ducks3, stepTime: 0.02, loop: true);
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List<Sprite> kicks = [];
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for (int i = 1; i <= 38; i++) {
|
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final composition = ImageComposition()
|
||||
@ -544,6 +621,36 @@ class Runner extends Component with HasGameRef<MyGame> {
|
||||
SpriteAnimation kicking =
|
||||
SpriteAnimation.spriteList(kicks, stepTime: 0.02, loop: false);
|
||||
|
||||
List<Sprite> kicks2 = [];
|
||||
for (int i = 1; i <= 38; i++) {
|
||||
final composition = ImageComposition()
|
||||
..add(satellites.elementAt(i - 1), Vector2(0, 0))
|
||||
..add(
|
||||
await Flame.images.load(
|
||||
'runner/attack2/attack200${i < 10 ? "0" + i.toString() : i.toString()}.png'),
|
||||
Vector2(0, 0));
|
||||
|
||||
kicks2.add(Sprite(await composition.compose()));
|
||||
}
|
||||
|
||||
SpriteAnimation kicking2 =
|
||||
SpriteAnimation.spriteList(kicks2, stepTime: 0.02, loop: false);
|
||||
|
||||
List<Sprite> kicks3 = [];
|
||||
for (int i = 1; i <= 38; i++) {
|
||||
final composition = ImageComposition()
|
||||
..add(satellites.elementAt(i - 1), Vector2(0, 0))
|
||||
..add(
|
||||
await Flame.images.load(
|
||||
'runner/attack3/attack300${i < 10 ? "0" + i.toString() : i.toString()}.png'),
|
||||
Vector2(0, 0));
|
||||
|
||||
kicks3.add(Sprite(await composition.compose()));
|
||||
}
|
||||
|
||||
SpriteAnimation kicking3 =
|
||||
SpriteAnimation.spriteList(kicks3, stepTime: 0.02, loop: false);
|
||||
|
||||
List<Sprite> floats = [];
|
||||
for (int i = 1; i <= 44; i++) {
|
||||
final composition = ImageComposition()
|
||||
@ -559,6 +666,36 @@ class Runner extends Component with HasGameRef<MyGame> {
|
||||
SpriteAnimation floating =
|
||||
SpriteAnimation.spriteList(floats, stepTime: 0.02, loop: true);
|
||||
|
||||
List<Sprite> floats2 = [];
|
||||
for (int i = 1; i <= 44; i++) {
|
||||
final composition = ImageComposition()
|
||||
..add(satellites.elementAt(((i - 1) % 38)), Vector2(0, 0))
|
||||
..add(
|
||||
await Flame.images.load(
|
||||
'runner/hover2/hover200${i < 10 ? "0" + i.toString() : i.toString()}.png'),
|
||||
Vector2(0, 0));
|
||||
|
||||
floats2.add(Sprite(await composition.compose()));
|
||||
}
|
||||
|
||||
SpriteAnimation floating2 =
|
||||
SpriteAnimation.spriteList(floats2, stepTime: 0.02, loop: true);
|
||||
|
||||
List<Sprite> floats3 = [];
|
||||
for (int i = 1; i <= 44; i++) {
|
||||
final composition = ImageComposition()
|
||||
..add(satellites.elementAt(((i - 1) % 38)), Vector2(0, 0))
|
||||
..add(
|
||||
await Flame.images.load(
|
||||
'runner/hover3/hover300${i < 10 ? "0" + i.toString() : i.toString()}.png'),
|
||||
Vector2(0, 0));
|
||||
|
||||
floats3.add(Sprite(await composition.compose()));
|
||||
}
|
||||
|
||||
SpriteAnimation floating3 =
|
||||
SpriteAnimation.spriteList(floats3, stepTime: 0.02, loop: true);
|
||||
|
||||
List<Sprite> falls = [];
|
||||
for (int i = 1; i <= 38; i++) {
|
||||
final composition = ImageComposition()
|
||||
@ -574,15 +711,6 @@ class Runner extends Component with HasGameRef<MyGame> {
|
||||
SpriteAnimation falling =
|
||||
SpriteAnimation.spriteList(falls, stepTime: 0.02, loop: false);
|
||||
|
||||
// SpriteAnimation falling = await loadSpriteAnimation(
|
||||
// 'fall-frames.png',
|
||||
// SpriteAnimationData.sequenced(
|
||||
// amount: 7,
|
||||
// stepTime: 0.1,
|
||||
// textureSize: Vector2(512, 512),
|
||||
// ),
|
||||
// );
|
||||
|
||||
List<Sprite> dies = [];
|
||||
for (int i = 1; i <= 57; i++) {
|
||||
dies.add(Sprite(await Flame.images.load(
|
||||
@ -606,8 +734,14 @@ class Runner extends Component with HasGameRef<MyGame> {
|
||||
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,
|
||||
|
Loading…
Reference in New Issue
Block a user