Added new death animation when runner hits the bugs, Also made it so that obstactles are spaced further apart
This commit is contained in:
parent
7fa49eb824
commit
f4274e7207
BIN
assets/images/death-glitched-frames.png
Normal file
BIN
assets/images/death-glitched-frames.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 399 KiB |
@ -17,6 +17,7 @@ enum RunnerState {
|
|||||||
fall,
|
fall,
|
||||||
die,
|
die,
|
||||||
electro,
|
electro,
|
||||||
|
glitch,
|
||||||
}
|
}
|
||||||
|
|
||||||
class Runner extends Component with HasGameRef<MyGame> {
|
class Runner extends Component with HasGameRef<MyGame> {
|
||||||
@ -81,7 +82,7 @@ class Runner extends Component with HasGameRef<MyGame> {
|
|||||||
// sprite.position,
|
// sprite.position,
|
||||||
Vector2(sprite.x, (level - 1) * gameRef.blockSize),
|
Vector2(sprite.x, (level - 1) * gameRef.blockSize),
|
||||||
],
|
],
|
||||||
speed: 50,
|
speed: 150,
|
||||||
curve: Curves.bounceIn,
|
curve: Curves.bounceIn,
|
||||||
onComplete: () {
|
onComplete: () {
|
||||||
updateLevel();
|
updateLevel();
|
||||||
@ -99,7 +100,7 @@ class Runner extends Component with HasGameRef<MyGame> {
|
|||||||
path: [
|
path: [
|
||||||
Vector2(sprite.x, (level - 2) * gameRef.blockSize),
|
Vector2(sprite.x, (level - 2) * gameRef.blockSize),
|
||||||
],
|
],
|
||||||
speed: 100,
|
speed: 150,
|
||||||
curve: Curves.ease,
|
curve: Curves.ease,
|
||||||
onComplete: () {
|
onComplete: () {
|
||||||
updateLevel();
|
updateLevel();
|
||||||
@ -164,6 +165,14 @@ class Runner extends Component with HasGameRef<MyGame> {
|
|||||||
sprite.current = RunnerState.electro;
|
sprite.current = RunnerState.electro;
|
||||||
gameRef.die();
|
gameRef.die();
|
||||||
break;
|
break;
|
||||||
|
case "glitch":
|
||||||
|
if (dead) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
runnerState = event;
|
||||||
|
sprite.current = RunnerState.glitch;
|
||||||
|
gameRef.die();
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -298,7 +307,7 @@ class Runner extends Component with HasGameRef<MyGame> {
|
|||||||
(runnerState == "duck" || runnerState == "float")) {
|
(runnerState == "duck" || runnerState == "float")) {
|
||||||
continue;
|
continue;
|
||||||
} else if (aboveIntersect != "none") {
|
} else if (aboveIntersect != "none") {
|
||||||
event("die");
|
event("glitch");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
} else if (intersectState == "left" && runnerState == "kick") {
|
} else if (intersectState == "left" && runnerState == "kick") {
|
||||||
@ -306,7 +315,7 @@ class Runner extends Component with HasGameRef<MyGame> {
|
|||||||
// bugLevel[i].remove();
|
// bugLevel[i].remove();
|
||||||
// bugLevel.removeAt(i);
|
// bugLevel.removeAt(i);
|
||||||
} else {
|
} else {
|
||||||
event("die");
|
event("glitch");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -397,6 +406,16 @@ class Runner extends Component with HasGameRef<MyGame> {
|
|||||||
),
|
),
|
||||||
);
|
);
|
||||||
|
|
||||||
|
SpriteAnimation dyingGlitch = await loadSpriteAnimation(
|
||||||
|
'death-glitched-frames.png',
|
||||||
|
SpriteAnimationData.sequenced(
|
||||||
|
amount: 8,
|
||||||
|
stepTime: 0.1,
|
||||||
|
textureSize: Vector2(512, 512),
|
||||||
|
loop: false,
|
||||||
|
),
|
||||||
|
);
|
||||||
|
|
||||||
sprite = SpriteAnimationGroupComponent(
|
sprite = SpriteAnimationGroupComponent(
|
||||||
animations: {
|
animations: {
|
||||||
RunnerState.run: running,
|
RunnerState.run: running,
|
||||||
@ -407,6 +426,7 @@ class Runner extends Component with HasGameRef<MyGame> {
|
|||||||
RunnerState.fall: falling,
|
RunnerState.fall: falling,
|
||||||
RunnerState.die: dying,
|
RunnerState.die: dying,
|
||||||
RunnerState.electro: dyingElectrocuted,
|
RunnerState.electro: dyingElectrocuted,
|
||||||
|
RunnerState.glitch: dyingGlitch,
|
||||||
},
|
},
|
||||||
current: RunnerState.run,
|
current: RunnerState.run,
|
||||||
);
|
);
|
||||||
|
@ -116,10 +116,10 @@ class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
|
|||||||
|
|
||||||
bool isTooNearOtherObstacles(Rect rect) {
|
bool isTooNearOtherObstacles(Rect rect) {
|
||||||
Rect obstacleBounds = Rect.fromLTRB(
|
Rect obstacleBounds = Rect.fromLTRB(
|
||||||
2 * rect.left - rect.right - 1,
|
3 * rect.left - 2 * rect.right - 1,
|
||||||
2 * rect.top - rect.bottom - 1,
|
3 * rect.top - 2 * rect.bottom - 1,
|
||||||
2 * rect.right - rect.left + 1,
|
3 * rect.right - 2 * rect.left + 1,
|
||||||
2 * rect.bottom - rect.top + 1);
|
3 * rect.bottom - 2 * rect.top + 1);
|
||||||
for (List<Wire> wireLevel in wireHolder.wires) {
|
for (List<Wire> wireLevel in wireHolder.wires) {
|
||||||
for (Wire wire in wireLevel) {
|
for (Wire wire in wireLevel) {
|
||||||
if (wire.intersect(obstacleBounds) != "none") {
|
if (wire.intersect(obstacleBounds) != "none") {
|
||||||
|
Loading…
Reference in New Issue
Block a user