164 lines
4.0 KiB
Dart
164 lines
4.0 KiB
Dart
import 'package:firo_runner/main.dart';
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import 'package:flame/components.dart';
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// Class the holds the game state and several functions related to score and
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// speed.
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class GameState extends Component {
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int start = 0;
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bool isPaused = false;
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int numCoins = 0;
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int time = 0;
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late MyGame gameRef;
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int previousLevel = 1;
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@override
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void update(double dt) {
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super.update(dt);
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if (!isPaused) {
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time = DateTime.now().microsecondsSinceEpoch - start;
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if (previousLevel != getLevel()) {
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previousLevel = getLevel();
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gameRef.fireworks.reset();
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}
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}
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}
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void addCoin() {
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numCoins++;
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}
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void setUp(MyGame gameRef) {
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this.gameRef = gameRef;
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numCoins = 0;
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time = 0;
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previousLevel = 1;
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start = DateTime.now().microsecondsSinceEpoch;
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isPaused = false;
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}
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void setPaused() {
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isPaused = true;
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}
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// This is the level of the game.
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int getLevel() {
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if (time > LEVEL7) {
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return 7;
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} else if (time > LEVEL6) {
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return 6;
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} else if (time > LEVEL5) {
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return 5;
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} else if (time > LEVEL4) {
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return 4;
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} else if (time > LEVEL3) {
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return 3;
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} else if (time > LEVEL2) {
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return 2;
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} else {
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return 1;
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}
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}
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// This determines the stages of the games and its animations.
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int getScoreLevel() {
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int score = getScore();
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if (score > LEVEL7) {
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return 12;
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} else if (score > LEVEL6 + LEVEL6 / 2) {
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return 11;
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} else if (score > LEVEL6) {
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return 10;
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} else if (score > LEVEL5 + LEVEL5 / 2) {
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return 9;
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} else if (score > LEVEL5) {
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return 8;
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} else if (score > LEVEL4 + LEVEL4 / 2) {
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return 7;
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} else if (score > LEVEL4) {
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return 6;
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} else if (score > LEVEL3 + LEVEL3 / 2) {
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return 5;
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} else if (score > LEVEL3) {
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return 4;
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} else if (score > LEVEL2 + LEVEL2 / 2) {
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return 3;
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} else if (score > LEVEL2) {
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return 2;
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} else if (score > LEVEL2 - LEVEL2 / 2) {
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return 1;
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} else {
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return 0;
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}
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}
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// Gets the danger level of the game, this determines the appearance of
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// obstacles in the beginning of the game.
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int getDangerLevel() {
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int score = getScore();
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if (score > LEVEL2 / 2 + LEVEL2 / (2 * 4)) {
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return 5;
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} else if (score > LEVEL2 / 2) {
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return 4;
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} else if (score > LEVEL2 / 2 - LEVEL2 / (2 * 4)) {
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return 3;
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} else if (score > LEVEL2 / 2 - 2 * LEVEL2 / (2 * 4)) {
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return 2;
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} else if (score > LEVEL2 / 2 - 3 * LEVEL2 / (2 * 4)) {
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return 1;
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} else {
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return 0;
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}
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}
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// This score is used to determine the danger level of the game,
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// and progression.
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int getScore() {
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return time ~/ 10 + numCoins * 1000000;
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}
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// This is the real score that the player sees.
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int getPlayerScore() {
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return getScore() ~/ 10000;
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}
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// Gets how long the player has been playing the game.
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int getPlayerTime() {
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return time ~/ 1000000;
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}
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// Get the relative pixel velocity at the current moment.
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double getVelocity() {
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if (!isPaused) {
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switch (getLevel()) {
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case 7:
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return gameRef.viewport.canvasSize.x * 0.30;
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case 6:
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return gameRef.viewport.canvasSize.x * 0.28;
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case 5:
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return gameRef.viewport.canvasSize.x * 0.26;
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case 4:
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return gameRef.viewport.canvasSize.x * 0.24;
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case 3:
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return gameRef.viewport.canvasSize.x * 0.22;
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case 2:
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return gameRef.viewport.canvasSize.x * 0.20;
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default:
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return gameRef.viewport.canvasSize.x * 0.18;
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}
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} else {
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return 0;
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}
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}
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// Returns the level of the Robot, used to determine what animations it uses.
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int getRobotLevel() {
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if (numCoins > COINS_ROBOT_UPGRADE2) {
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return 3;
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} else if (numCoins > COINS_ROBOT_UPGRADE1) {
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return 2;
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} else {
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return 1;
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}
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}
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}
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