firo_runner/lib/circuit_background.dart

397 lines
12 KiB
Dart

import 'package:firo_runner/moving_object.dart';
import 'package:firo_runner/main.dart';
import 'package:flame/components.dart';
import 'package:flame/flame.dart';
import 'package:flame/extensions.dart';
enum WindowState {
first,
second,
third,
fourth,
fifth,
sixth,
seventh,
}
enum OverlayState {
first,
second,
third,
fourth,
fifth,
sixth,
seventh,
}
class CircuitBackground extends MovingObject {
late Image background;
late Image overlay0;
late Image overlay1;
late Image overlay2;
late Image overlay3;
late Image overlay4;
late Image overlay5;
late Image overlay6;
late Image windows0;
late Image windows1;
late Image windows2;
late Image windows3;
late Image windows4;
late Image windows5;
late Image windows6;
late Sprite background1;
late Sprite background2;
late SpriteAnimationGroupComponent windowA;
late SpriteAnimationGroupComponent windowB;
late SpriteAnimationGroupComponent overlayA;
late SpriteAnimationGroupComponent overlayB;
Vector2 background1Size = Vector2(0, 0);
Vector2 background2Size = Vector2(0, 0);
Vector2 background1Position = Vector2(0, 0);
Vector2 background2Position = Vector2(0, 0);
CircuitBackground(MyGame gameRef) : super(gameRef);
Future load() async {
background = await Flame.images.load("bg.png");
background1 = Sprite(background);
background2 = Sprite(background);
overlay0 = await Flame.images.load("overlay100.png");
overlay1 = await Flame.images.load("overlay90.png");
overlay2 = await Flame.images.load("overlay80.png");
overlay3 = await Flame.images.load("overlay70.png");
overlay4 = await Flame.images.load("overlay60.png");
overlay5 = await Flame.images.load("overlay50.png");
overlay6 = await Flame.images.load("overlay40.png");
SpriteAnimation firstOverlay = SpriteAnimation.fromFrameData(
overlay0,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation secondOverlay = SpriteAnimation.fromFrameData(
overlay1,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation thirdOverlay = SpriteAnimation.fromFrameData(
overlay2,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation fourthOverlay = SpriteAnimation.fromFrameData(
overlay3,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation fifthOverlay = SpriteAnimation.fromFrameData(
overlay4,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation sixthOverlay = SpriteAnimation.fromFrameData(
overlay5,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation seventhOverlay = SpriteAnimation.fromFrameData(
overlay6,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
overlayA = SpriteAnimationGroupComponent(
animations: {
OverlayState.first: firstOverlay,
OverlayState.second: secondOverlay,
OverlayState.third: thirdOverlay,
OverlayState.fourth: fourthOverlay,
OverlayState.fifth: fifthOverlay,
OverlayState.sixth: sixthOverlay,
OverlayState.seventh: seventhOverlay,
},
current: OverlayState.first,
);
overlayB = SpriteAnimationGroupComponent(
animations: {
OverlayState.first: firstOverlay,
OverlayState.second: secondOverlay,
OverlayState.third: thirdOverlay,
OverlayState.fourth: fourthOverlay,
OverlayState.fifth: fifthOverlay,
OverlayState.sixth: sixthOverlay,
OverlayState.seventh: seventhOverlay,
},
current: OverlayState.first,
);
overlayA.changePriorityWithoutResorting(WINDOW_PRIORITY - 1);
overlayA.changePriorityWithoutResorting(WINDOW_PRIORITY - 1);
windows0 = await Flame.images.load("windows-0.png");
windows1 = await Flame.images.load("windows-1.png");
windows2 = await Flame.images.load("windows-2.png");
windows3 = await Flame.images.load("windows-3.png");
windows4 = await Flame.images.load("windows-4.png");
windows5 = await Flame.images.load("windows-5.png");
windows6 = await Flame.images.load("windows-6.png");
SpriteAnimation firstWindow = SpriteAnimation.fromFrameData(
windows0,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation secondWindow = SpriteAnimation.fromFrameData(
windows1,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation thirdWindow = SpriteAnimation.fromFrameData(
windows2,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation fourthWindow = SpriteAnimation.fromFrameData(
windows3,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation fifthWindow = SpriteAnimation.fromFrameData(
windows4,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation sixthWindow = SpriteAnimation.fromFrameData(
windows5,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
SpriteAnimation seventhWindow = SpriteAnimation.fromFrameData(
windows6,
SpriteAnimationData.sequenced(
amount: 1,
stepTime: 1,
textureSize: Vector2(2048, 683),
loop: false));
windowA = SpriteAnimationGroupComponent(
animations: {
WindowState.first: firstWindow,
WindowState.second: secondWindow,
WindowState.third: thirdWindow,
WindowState.fourth: fourthWindow,
WindowState.fifth: fifthWindow,
WindowState.sixth: sixthWindow,
WindowState.seventh: seventhWindow,
},
current: WindowState.first,
);
windowB = SpriteAnimationGroupComponent(
animations: {
WindowState.first: firstWindow,
WindowState.second: secondWindow,
WindowState.third: thirdWindow,
WindowState.fourth: fourthWindow,
WindowState.fifth: fifthWindow,
WindowState.sixth: sixthWindow,
WindowState.seventh: seventhWindow,
},
current: WindowState.first,
);
windowA.changePriorityWithoutResorting(WINDOW_PRIORITY);
windowA.changePriorityWithoutResorting(WINDOW_PRIORITY);
setUp();
}
void setUp() {
windowA.current = WindowState.first;
windowB.current = WindowState.first;
overlayA.current = OverlayState.first;
overlayB.current = OverlayState.first;
background1Position = Vector2(0, 0);
background1Size = Vector2(
gameRef.viewport.canvasSize.y * (background.width / background.height),
gameRef.viewport.canvasSize.y);
windowA.position = background1Position;
windowA.size = background1Size;
overlayA.position = background1Position;
overlayA.size = background1Size;
background2Position =
Vector2(background1Position.x + background1Size.x - 1, 0);
background2Size = Vector2(
gameRef.viewport.canvasSize.y * (background.width / background.height),
gameRef.viewport.canvasSize.y);
windowB.position = background2Position;
windowB.size = background2Size;
overlayB.position = background2Position;
overlayB.size = background2Size;
}
@override
void update(double dt) {
switch (gameRef.gameState.getScoreLevel()) {
case 12:
windowA.current = WindowState.seventh;
windowB.current = WindowState.seventh;
break;
case 11:
overlayA.current = OverlayState.seventh;
overlayB.current = OverlayState.seventh;
break;
case 10:
windowA.current = WindowState.sixth;
windowB.current = WindowState.sixth;
break;
case 9:
overlayA.current = OverlayState.sixth;
overlayB.current = OverlayState.sixth;
break;
case 8:
windowA.current = WindowState.fifth;
windowB.current = WindowState.fifth;
break;
case 7:
overlayA.current = OverlayState.fifth;
overlayB.current = OverlayState.fifth;
break;
case 6:
windowA.current = WindowState.fourth;
windowB.current = WindowState.fourth;
break;
case 5:
overlayA.current = OverlayState.fourth;
overlayB.current = OverlayState.fourth;
break;
case 4:
windowA.current = WindowState.third;
windowB.current = WindowState.third;
break;
case 3:
overlayA.current = OverlayState.third;
overlayB.current = OverlayState.third;
break;
case 2:
windowA.current = WindowState.second;
windowB.current = WindowState.second;
break;
case 1:
overlayA.current = OverlayState.second;
overlayB.current = OverlayState.second;
break;
default:
windowA.current = WindowState.first;
windowB.current = WindowState.first;
overlayA.current = OverlayState.first;
overlayB.current = OverlayState.first;
break;
}
windowA.update(dt);
windowB.update(dt);
overlayA.update(dt);
overlayB.update(dt);
if (background1Position.x + background1Size.x < 0) {
double newPosition = background2Position.x + background2Size.x;
background1Position = Vector2(newPosition - 1, 0);
} else if (background2Position.x + background2Size.x < 0) {
double newPosition = background1Position.x + background1Size.x;
background2Position = Vector2(newPosition - 1, 0);
}
double velocity = gameRef.gameState.getVelocity() / 10.0;
background1Position = background1Position - Vector2(velocity * dt, 0);
windowA.position = background1Position;
overlayA.position = background1Position;
background2Position = background2Position - Vector2(velocity * dt, 0);
windowB.position = background2Position;
overlayB.position = background2Position;
}
void render(Canvas canvas) {
background1.render(canvas,
size: background1Size, position: background1Position);
canvas.save();
overlayA.render(canvas);
canvas.restore();
canvas.save();
windowA.render(canvas);
canvas.restore();
background2.render(canvas,
size: background2Size, position: background2Position);
canvas.save();
overlayB.render(canvas);
canvas.restore();
canvas.save();
windowB.render(canvas);
canvas.restore();
}
@override
void resize(Vector2 newSize, double xRatio, double yRatio) {
background1Size =
Vector2(newSize.y * (background.width / background.height), newSize.y);
windowA.position = background1Position;
windowA.size = background1Size;
overlayA.position = background1Position;
overlayA.size = background1Size;
background2Position =
Vector2(background1Position.x + background1Size.x - 1, 0);
background2Size =
Vector2(newSize.y * (background.width / background.height), newSize.y);
windowB.position = background2Position;
windowB.size = background2Size;
overlayB.position = background2Position;
overlayB.size = background2Size;
}
}