fireworks added for every 5th coin gathered.
This commit is contained in:
parent
7689a62616
commit
d56f87fef0
BIN
assets/fonts/Codystar-Light.ttf
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assets/fonts/Codystar-Light.ttf
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assets/fonts/Codystar-Regular.ttf
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assets/fonts/Codystar-Regular.ttf
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94
assets/fonts/OFL.txt
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94
assets/fonts/OFL.txt
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@ -0,0 +1,94 @@
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Copyright (c) 2012, Font Diner (www.fontdiner.com),
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with Reserved Font Name "Codystar".
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
|
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Before Width: | Height: | Size: 539 KiB After Width: | Height: | Size: 623 KiB |
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assets/images/fall-frames.png
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assets/images/fall-frames.png
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After Width: | Height: | Size: 297 KiB |
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assets/images/fireworks-frames.png
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assets/images/fireworks-frames.png
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@ -130,26 +130,30 @@ class CircuitBackground extends MovingObject {
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current: WindowState.first,
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);
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windowA.changePriorityWithoutResorting(WINDOW_PRIORITY);
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windowA.changePriorityWithoutResorting(WINDOW_PRIORITY);
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setUp();
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}
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void setUp() {
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windowA.current = WindowState.first;
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windowB.current = WindowState.first;
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gameRef.add(windowA);
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gameRef.add(windowB);
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// gameRef.add(windowA);
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// gameRef.add(windowB);
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background1Position = Vector2(0, 0);
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background1Size = Vector2(
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gameRef.size.y * (background.width / background.height),
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gameRef.size.y);
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gameRef.viewport.canvasSize.y * (background.width / background.height),
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gameRef.viewport.canvasSize.y);
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windowA.position = background1Position;
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windowA.size = background1Size;
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background2Position =
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Vector2(background1Position.x + background1Size.x - 1, 0);
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background2Size = Vector2(
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gameRef.size.y * (background.width / background.height),
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gameRef.size.y);
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gameRef.viewport.canvasSize.y * (background.width / background.height),
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gameRef.viewport.canvasSize.y);
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windowB.position = background2Position;
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windowB.size = background2Size;
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}
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@ -206,9 +210,13 @@ class CircuitBackground extends MovingObject {
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void render(Canvas canvas) {
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background1.render(canvas,
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size: background1Size, position: background1Position);
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// windowA.render(canvas);
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canvas.save();
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windowA.render(canvas);
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canvas.restore();
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background2.render(canvas,
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size: background2Size, position: background2Position);
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// windowB.render(canvas);
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canvas.save();
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windowB.render(canvas);
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canvas.restore();
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}
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}
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@ -10,7 +10,7 @@ class Coin extends MovingObject {
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SpriteAnimation normal = SpriteAnimation.fromFrameData(
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coin,
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SpriteAnimationData.sequenced(
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amount: 10,
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amount: 12,
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stepTime: 0.1,
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textureSize: Vector2(512, 512),
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),
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100
lib/firework.dart
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100
lib/firework.dart
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@ -0,0 +1,100 @@
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import 'package:firo_runner/main.dart';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/flame.dart';
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enum FireworkState { normal }
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class Firework extends Component {
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MyGame gameRef;
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late SpriteAnimationGroupComponent sprite1;
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late SpriteAnimationGroupComponent sprite2;
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Firework(this.gameRef);
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double timeSinceFirework = 0;
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String message = "";
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Future load() async {
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Image firework = await Flame.images.load("fireworks-frames.png");
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SpriteAnimation normal = SpriteAnimation.fromFrameData(
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firework,
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SpriteAnimationData.sequenced(
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amount: 9,
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stepTime: 0.25,
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textureSize: Vector2(512, 512),
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loop: false,
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),
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);
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sprite1 = SpriteAnimationGroupComponent(
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animations: {
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FireworkState.normal: normal,
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},
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current: FireworkState.normal,
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);
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sprite1.changePriorityWithoutResorting(FIREWORK_PRIORITY);
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sprite1.update(100);
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sprite1.size =
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Vector2(gameRef.viewport.canvasSize.y, gameRef.viewport.canvasSize.y);
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sprite1.position = Vector2(0, 0);
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sprite2 = SpriteAnimationGroupComponent(
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animations: {
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FireworkState.normal: normal,
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},
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current: FireworkState.normal,
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);
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sprite2.changePriorityWithoutResorting(FIREWORK_PRIORITY);
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sprite2.size =
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Vector2(gameRef.viewport.canvasSize.y, gameRef.viewport.canvasSize.y);
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sprite2.position =
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Vector2(gameRef.viewport.canvasSize.x - sprite2.size.x, 0);
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sprite2.update(100);
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}
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void setUp() {
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message = "";
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timeSinceFirework = 0;
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gameRef.add(sprite1);
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gameRef.add(sprite2);
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}
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@override
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void update(double dt) {
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if (!(sprite1.animation?.done() ?? false)) {
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timeSinceFirework = 0;
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} else {
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timeSinceFirework += dt;
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}
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sprite1.update(dt);
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sprite2.update(dt);
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}
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void renderText(Canvas canvas) {
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sprite1.render(canvas);
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sprite1.render(canvas);
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if ((sprite1.animation?.done() ?? false) &&
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timeSinceFirework < 1 &&
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message != "") {
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gameRef.fireworksPaint.render(
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canvas,
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message,
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Vector2(
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gameRef.size.x / 2 -
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gameRef.fireworksPaint.measureTextWidth(message) / 2,
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gameRef.size.y / 9 -
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gameRef.fireworksPaint.measureTextHeight(message) / 2),
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);
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}
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}
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void reset() {
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message = gameRef.gameState.numCoins.toString();
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sprite1.animation!.reset();
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sprite2.animation!.reset();
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}
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}
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@ -3,6 +3,7 @@ import 'dart:math';
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import 'package:firo_runner/bug_holder.dart';
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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_holder.dart';
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import 'package:firo_runner/wire.dart';
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@ -10,7 +11,6 @@ import 'package:firo_runner/wire_holder.dart';
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import 'package:flame/components.dart';
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import 'package:flame/extensions.dart';
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import 'package:flame/flame.dart';
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import 'package:flame/game.dart' as flame;
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import 'package:flame/game.dart';
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import 'package:flame/gestures.dart';
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import 'package:flame/keyboard.dart';
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@ -32,10 +32,12 @@ const LEVEL6 = 50000000;
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const LEVEL7 = 60000000;
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const RUNNER_PRIORITY = 100;
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const BUG_PRIORITY = 75;
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const COIN_PRIORITY = 70;
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const PLATFORM_PRIORITY = 50;
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const WIRE_PRIORITY = 25;
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const COIN_PRIORITY = 70;
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const BUG_PRIORITY = 75;
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const FIREWORK_PRIORITY = 15;
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const WINDOW_PRIORITY = 10;
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void main() async {
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WidgetsFlutterBinding.ensureInitialized();
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@ -46,8 +48,9 @@ void main() async {
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}
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class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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TextPaint textPaint = TextPaint(
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config: const TextPaintConfig(fontSize: 48.0),
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TextPaint fireworksPaint = TextPaint(
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config: const TextPaintConfig(
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fontSize: 48.0, fontFamily: 'Codystar', color: COLOR),
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);
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late CircuitBackground circuitBackground;
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@ -55,6 +58,7 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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late CoinHolder coinHolder;
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late WireHolder wireHolder;
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late BugHolder bugHolder;
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late Firework fireworks;
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Random random = Random();
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bool playingMusic = false;
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@ -87,6 +91,8 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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await wireHolder.loadWires();
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bugHolder = BugHolder();
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await bugHolder.loadBugs();
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fireworks = Firework(this);
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await fireworks.load();
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gameState = GameState();
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@ -180,6 +186,7 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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void setUp() {
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add(runner);
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fireworks.setUp();
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runner.sprite.clearEffects();
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runner.sprite.current = RunnerState.run;
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circuitBackground.setUp();
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@ -202,9 +209,10 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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@override
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void render(Canvas canvas) {
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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(1);
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textPaint.render(
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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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@ -213,6 +221,7 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
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@override
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void update(double dt) {
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fireworks.update(dt);
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platformHolder.removePast(this);
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coinHolder.removePast(this);
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wireHolder.removePast(this);
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|
@ -275,6 +275,9 @@ class Runner extends Component with HasGameRef<MyGame> {
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for (int i = 0; i < coinLevel.length;) {
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if (coinLevel[i].intersect(runnerRect) != "none") {
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gameRef.gameState.numCoins++;
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if (gameRef.gameState.numCoins % 5 == 0) {
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gameRef.fireworks.reset();
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}
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gameRef.coinHolder.remove(coinLevel, i);
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continue;
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}
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@ -376,9 +379,9 @@ class Runner extends Component with HasGameRef<MyGame> {
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);
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SpriteAnimation falling = await loadSpriteAnimation(
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'hover-frames.png',
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'fall-frames.png',
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SpriteAnimationData.sequenced(
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amount: 3,
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amount: 7,
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stepTime: 0.1,
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textureSize: Vector2(512, 512),
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),
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|
33
pubspec.yaml
33
pubspec.yaml
@ -52,33 +52,8 @@ flutter:
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- assets/audio/
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- assets/audio/sfx/
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|
||||
# To add assets to your application, add an assets section, like this:
|
||||
# assets:
|
||||
# - images/a_dot_burr.jpeg
|
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# - images/a_dot_ham.jpeg
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fonts:
|
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- family: Codystar
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fonts:
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- asset: assets/fonts/Codystar-Regular.ttf
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||||
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||||
# An image asset can refer to one or more resolution-specific "variants", see
|
||||
# https://flutter.dev/assets-and-images/#resolution-aware.
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||||
|
||||
# For details regarding adding assets from package dependencies, see
|
||||
# https://flutter.dev/assets-and-images/#from-packages
|
||||
|
||||
# To add custom fonts to your application, add a fonts section here,
|
||||
# in this "flutter" section. Each entry in this list should have a
|
||||
# "family" key with the font family name, and a "fonts" key with a
|
||||
# list giving the asset and other descriptors for the font. For
|
||||
# example:
|
||||
# fonts:
|
||||
# - family: Schyler
|
||||
# fonts:
|
||||
# - asset: fonts/Schyler-Regular.ttf
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||||
# - asset: fonts/Schyler-Italic.ttf
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||||
# style: italic
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||||
# - family: Trajan Pro
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||||
# fonts:
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||||
# - asset: fonts/TrajanPro.ttf
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||||
# - asset: fonts/TrajanPro_Bold.ttf
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||||
# weight: 700
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||||
#
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||||
# For details regarding fonts from package dependencies,
|
||||
# see https://flutter.dev/custom-fonts/#from-packages
|
||||
|
Loading…
Reference in New Issue
Block a user