import 'package:firo_runner/main.dart'; import 'package:flame/components.dart'; import 'package:flame/extensions.dart'; import 'package:flame/flame.dart'; enum FireworkState { normal } class Firework extends Component { MyGame gameRef; late SpriteAnimationGroupComponent sprite1; late SpriteAnimationGroupComponent sprite2; Firework(this.gameRef); double timeSinceFirework = 0; String message = ""; Future load() async { Image firework = await Flame.images.load("fireworks-frames.png"); SpriteAnimation normal = SpriteAnimation.fromFrameData( firework, SpriteAnimationData.sequenced( amount: 9, stepTime: 0.25, textureSize: Vector2(512, 512), loop: false, ), ); sprite1 = SpriteAnimationGroupComponent( animations: { FireworkState.normal: normal, }, current: FireworkState.normal, ); sprite1.changePriorityWithoutResorting(FIREWORK_PRIORITY); sprite1.update(100); sprite1.size = Vector2(gameRef.viewport.canvasSize.y, gameRef.viewport.canvasSize.y); sprite1.position = Vector2(0, 0); sprite2 = SpriteAnimationGroupComponent( animations: { FireworkState.normal: normal, }, current: FireworkState.normal, ); sprite2.changePriorityWithoutResorting(FIREWORK_PRIORITY); sprite2.size = Vector2(gameRef.viewport.canvasSize.y, gameRef.viewport.canvasSize.y); sprite2.position = Vector2(gameRef.viewport.canvasSize.x - sprite2.size.x, 0); sprite2.update(100); } void setUp() { message = ""; timeSinceFirework = 0; gameRef.add(sprite1); gameRef.add(sprite2); } @override void update(double dt) { if (!(sprite1.animation?.done() ?? false)) { timeSinceFirework = 0; } else { timeSinceFirework += dt; } sprite1.update(dt); sprite2.update(dt); } void renderText(Canvas canvas) { sprite1.render(canvas); sprite1.render(canvas); if ((sprite1.animation?.done() ?? false) && timeSinceFirework < 1 && message != "") { gameRef.fireworksPaint.render( canvas, message, Vector2( gameRef.size.x / 2 - gameRef.fireworksPaint.measureTextWidth(message) / 2, gameRef.size.y / 9 - gameRef.fireworksPaint.measureTextHeight(message) / 2), ); } } void reset() { message = gameRef.gameState.numCoins.toString(); sprite1.animation!.reset(); sprite2.animation!.reset(); } }