firo_runner/lib/CoinHolder.dart

93 lines
1.9 KiB
Dart

import 'dart:math';
import 'package:flame/flame.dart';
import 'Coin.dart';
import 'main.dart';
class CoinHolder {
var coin;
Random random = Random();
late List<List<Coin>> coins = [];
Future loadCoins() async {
coin = await Flame.images.load("coin-frames.png");
}
void setUp() {
for (int i = 0; i < coins.length; i++) {
for (int j = 0; j < coins[i].length; j++) {
remove(coins[i], j);
}
}
coins = [];
for (int i = 0; i < 9; i++) {
coins.add([]);
}
}
getCoin() {
return coin;
}
bool generateCoin(MyGame gameRef, int level, bool force) {
if (totalCoins() > 5) {
return false;
}
double xCoordinate = gameRef.platformHolder.getFlushX();
xCoordinate = xCoordinate +
gameRef.blockSize * random.nextInt(5) +
gameRef.blockSize * 20;
if (xCoordinate < gameRef.size.x || random.nextInt(100) > 25) {
return true;
} else {
Coin coin = Coin(gameRef);
coin.setPosition(xCoordinate, gameRef.blockSize * level);
if (gameRef.isTooNearOtherObstacles(coin.sprite.toRect())) {
return false;
}
coins[level].add(coin);
gameRef.add(coin.sprite);
return false;
}
}
int totalCoins() {
int total = 0;
for (List<Coin> levelCoins in coins) {
total += levelCoins.length;
}
return total;
}
void update(double dt) {
for (List<Coin> coinLevel in coins) {
for (Coin p in coinLevel) {
p.update(dt);
}
}
}
void remove(List<Coin> levelHolder, int j) {
levelHolder[j].remove();
levelHolder[j].sprite.remove();
levelHolder.removeAt(j);
}
void removePast(MyGame gameRef) {
for (List<Coin> coinLevel in coins) {
for (int i = 0; i < coinLevel.length;) {
if (coinLevel[i].sprite.x + coinLevel[i].sprite.width < 0) {
remove(coinLevel, i);
continue;
}
i++;
}
}
}
}