import 'dart:math'; import 'package:firo_runner/main.dart'; import 'package:flame/components.dart'; import 'package:flame/extensions.dart'; import 'package:flame/flame.dart'; import 'package:flame_audio/flame_audio.dart'; import 'package:audioplayers/src/api/player_mode.dart'; enum FireworkState { normal } // Class that shoots off fireworks whenever the game speeds up. class Firework extends Component { MyGame gameRef; late SpriteAnimationGroupComponent sprite1; late SpriteAnimationGroupComponent sprite2; Firework(this.gameRef); double timeSinceFirework = 0; late Random random; String message = ""; List messages = [ "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", "Speed Up!", ]; Future load() async { random = Random(); List firework = await loadListSprites("firework", "firework", 10); SpriteAnimation normal = SpriteAnimation.spriteList(firework, stepTime: 0.25, 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 = messages.elementAt(random.nextInt(messages.length)); sprite1.animation!.reset(); sprite2.animation!.reset(); FlameAudio.audioCache .play("sfx/fireworks.mp3", volume: 0.75, mode: PlayerMode.LOW_LATENCY); } void resize(Vector2 newSize, double xRatio, double yRatio) { sprite1.x *= xRatio; sprite1.y *= yRatio; sprite1.width *= xRatio; sprite1.height *= yRatio; sprite2.x *= xRatio; sprite2.y *= yRatio; sprite2.width *= xRatio; sprite2.height *= yRatio; } Future> loadListSprites( String folderName, String extraName, int howManyFrames) async { List sprites = []; for (int i = 0; i < howManyFrames; i++) { sprites.add(Sprite( await Flame.images.load('$folderName/${extraName}_$i.png'), )); } return sprites; } }