90 lines
2.3 KiB
Dart
90 lines
2.3 KiB
Dart
import 'dart:math';
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import 'package:firo_runner/moving_objects/moving_object.dart';
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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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class Holder {
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Random random = Random();
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late List<List<MovingObject>> objects = [];
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// Load method to be overridden by classes that extend this.
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Future load() async {}
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// Basic method to reset the state of the holder object.
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void setUp() {
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for (int i = 0; i < objects.length; i++) {
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for (int j = 0; j < objects[i].length; j++) {
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remove(objects[i], j);
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}
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}
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objects = [];
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for (int i = 0; i < 9; i++) {
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objects.add([]);
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}
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}
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// Get the total amount of objects currently in the logical game.
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int total() {
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int total = 0;
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for (List<MovingObject> levelObjects in objects) {
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total += levelObjects.length;
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}
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return total;
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}
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// Update every object that this holder holds.
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void update(double dt) {
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for (List<MovingObject> objectLevel in objects) {
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for (MovingObject p in objectLevel) {
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p.update(dt);
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}
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}
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}
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// Remove and object from this holder.
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void remove(List<MovingObject> levelHolder, int j) {
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levelHolder[j].remove();
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levelHolder.removeAt(j);
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}
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// Remove any object is past rendering distance.
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void removePast(MyGame gameRef) {
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for (List<MovingObject> objectLevel in objects) {
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for (int i = 0; i < objectLevel.length;) {
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if (objectLevel[i].sprite.x + objectLevel[i].sprite.width < 0) {
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remove(objectLevel, i);
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continue;
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}
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i++;
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}
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}
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}
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// Resize this object for screen rotations or changing window size.
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void resize(Vector2 newSize, double xRatio, double yRatio) {
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for (List<MovingObject> platformLevel in objects) {
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for (MovingObject p in platformLevel) {
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p.resize(newSize, xRatio, yRatio);
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}
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}
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}
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// Load sprites dynamically.
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Future<List<Sprite>> loadListSprites(
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String folderName, String extraName, int howManyFrames) async {
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List<Sprite> sprites = [];
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for (int i = 0; i < howManyFrames; i++) {
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sprites.add(Sprite(
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await Flame.images.load('$folderName/${extraName}_$i.png'),
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));
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}
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return sprites;
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}
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}
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