firo_runner/lib/main.dart
2021-10-09 12:32:15 -06:00

650 lines
19 KiB
Dart

import 'dart:async';
import 'dart:math';
import 'package:firo_runner/holders/bug_holder.dart';
import 'package:firo_runner/moving_objects/circuit_background.dart';
import 'package:firo_runner/holders/coin_holder.dart';
import 'package:firo_runner/holders/debris_holder.dart';
import 'package:firo_runner/overlays/deposit_overlay.dart';
import 'package:firo_runner/firework.dart';
import 'package:firo_runner/game_state.dart';
import 'package:firo_runner/overlays/leader_board_overlay.dart';
import 'package:firo_runner/moving_objects/moving_object.dart';
import 'package:firo_runner/moving_objects/platform.dart';
import 'package:firo_runner/holders/platform_holder.dart';
import 'package:firo_runner/overlays/sign_in_overlay.dart';
import 'package:firo_runner/holders/wall_holder.dart';
import 'package:firo_runner/moving_objects/wire.dart';
import 'package:firo_runner/holders/wire_holder.dart';
import 'package:flame/components.dart';
import 'package:flame/extensions.dart';
import 'package:flame/flame.dart';
import 'package:flame/game.dart';
import 'package:flame/gestures.dart';
import 'package:flame/keyboard.dart';
import 'package:flame_audio/flame_audio.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:firo_runner/runner.dart';
import 'package:flutter/foundation.dart' show kIsWeb;
import 'package:http/http.dart' as http;
import 'package:firo_runner/overlays/lose_menu_overlay.dart';
import 'package:firo_runner/overlays/main_menu_overlay.dart';
import 'package:shared_preferences/shared_preferences.dart';
// TODO Set NO_TOURNAMENT to false, and then set the SERVER and PORT for the
// firo runner server instance.
const NO_TOURNAMENT = false;
const SERVER = "http://10.0.0.224";
const PORT = "50067";
const FIREWORK_COLOR = Color(0xFFDDC0A3);
const int LOADING_TIME = 2000000;
// Variables that determine the score cutoff when each new level starts.
const LEVEL2 = 25000000;
const LEVEL3 = 50000000;
const LEVEL4 = 75000000;
const LEVEL5 = 100000000;
const LEVEL6 = 125000000;
const LEVEL7 = 150000000;
// Variables that determine when to use the new robot animations.
const COINS_ROBOT_UPGRADE1 = 50;
const COINS_ROBOT_UPGRADE2 = 100;
// Draw priority for objects, not meant to be changed.
const OVERLAY_PRIORITY = 110;
const RUNNER_PRIORITY = 100;
const BUG_PRIORITY = 75;
const COIN_PRIORITY = 70;
const PLATFORM_PRIORITY = 50;
const WALL_PRIORITY = 40;
const DEBRIS_PRIORITY = 30;
const WIRE_PRIORITY = 25;
const FIREWORK_PRIORITY = 15;
const WINDOW_PRIORITY = 10;
// Preloading images for the overlays.
const AssetImage mainMenuImage = AssetImage('assets/images/mm3.gif');
const AssetImage lossImage = AssetImage('assets/images/overlay100.png');
const AssetImage buttonImage = AssetImage('assets/images/button-new.png');
// Colors of the overlay Themes.
const Color textColor = Colors.cyan;
const Color cardColor = Color(0xff262b3f);
const Color borderColor = Color(0xdfd675e1);
const Color titleColor = Color(0xff68d9cc);
const Color inactiveColor = Colors.grey;
void main() async {
WidgetsFlutterBinding.ensureInitialized();
await Flame.device.fullScreen();
await Flame.device.setLandscape();
final myGame = MyGame();
runApp(MaterialApp(
debugShowCheckedModeBanner: false,
home: GameWidget<MyGame>(
game: myGame,
overlayBuilderMap: {
// Should be used once before all overlays are called. Flame has a slight
// delay when constructing the overlay widgets, so to make the text and
// images load together, all the other overlays should be called in the
// load section, and removed, and the loading black screen should be kept
// up until everything is finished loading.
'loading': (_, myGame) {
return Center(
child: Container(
height: myGame.viewport.canvasSize.y,
width: myGame.viewport.canvasSize.x,
color: Colors.black,
),
);
},
'leaderboard': (_, myGame) {
return LeaderBoardOverlay(game: myGame);
},
'deposit': (_, myGame) {
return DepositOverlay(game: myGame);
},
'signin': (_, myGame) {
return SignInOverlay(game: myGame);
},
'mainMenu': (_, myGame) {
return MainMenuOverlay(game: myGame);
},
'gameOver': (_, myGame) {
return LoseMenuOverlay(game: myGame);
},
},
)));
}
// Grab the nearest platform.
int getNearestPlatform(int level) {
return level <= 0
? 0
: level <= 3
? 2
: level <= 6
? 5
: 8;
}
class MyGame extends BaseGame with PanDetector, TapDetector, KeyboardEvents {
TextPaint fireworksPaint = TextPaint(
config: const TextPaintConfig(
fontSize: 48.0, fontFamily: 'Codystar', color: FIREWORK_COLOR),
);
TextPaint scoresPaint = TextPaint(
config: const TextPaintConfig(fontSize: 16.0, color: FIREWORK_COLOR),
);
String leaderboard = "";
String address = "";
String username = "";
int tries = 0;
bool competitive = false;
late CircuitBackground circuitBackground;
late PlatformHolder platformHolder;
late CoinHolder coinHolder;
late WireHolder wireHolder;
late BugHolder bugHolder;
late Firework fireworks;
late DebrisHolder debrisHolder;
late WallHolder wallHolder;
Random random = Random();
bool playingMusic = false;
late Runner runner;
late GameState gameState;
late double blockSize;
bool loaded = false;
bool firstDeath = true;
late Wire wire;
late TextComponent _distance;
late TextComponent _coins;
int startLoading = 0;
MyGame() : super() {
viewport.resize(Vector2(1920, 1080));
}
// Load the game and all of its assets, may take a couple of seconds.
@override
Future<void> onLoad() async {
// If playing in tournament mode, load all information from server.
if (!NO_TOURNAMENT) {
final prefs = await SharedPreferences.getInstance();
username = prefs.getString('username') ?? "";
tries = prefs.getInt('tries') ?? 0;
String result = await connectServer("gettries", "user=$username");
try {
tries = int.parse(result);
prefs.setInt('tries', tries);
} catch (e) {
print(e);
}
}
FlameAudio.bgm.initialize();
// preload all audio assets.
await FlameAudio.audioCache.loadAll([
'sfx/coin_catch.mp3',
'sfx/glitch_death.mp3',
'sfx/jet_boost.mp3',
'sfx/menu_button.mp3',
'sfx/obstacle_death.mp3',
'sfx/robot_friend_beep.mp3',
'sfx/button_click.mp3',
'sfx/land.mp3',
'sfx/laser.mp3',
'sfx/shield.mp3',
'sfx/bug_death1.mp3',
'sfx/fireworks.mp3',
'sfx/fall_death_speed.mp3',
'Infinite_Menu.mp3',
'Infinite_Spankage_M.mp3',
]);
// Load each object.
circuitBackground = CircuitBackground(this);
await circuitBackground.load();
platformHolder = PlatformHolder();
await platformHolder.load();
coinHolder = CoinHolder();
coinHolder.setPersonalGameRef(this);
await coinHolder.load();
wireHolder = WireHolder();
await wireHolder.load();
bugHolder = BugHolder();
await bugHolder.load();
debrisHolder = DebrisHolder();
await debrisHolder.load();
wallHolder = WallHolder();
await wallHolder.load();
fireworks = Firework(this);
await fireworks.load();
gameState = GameState();
runner = Runner();
await runner.load();
// Set up game UI
loaded = true;
_distance = TextComponent("Time: 0",
position: Vector2(size.x - 100, 10), textRenderer: scoresPaint)
..anchor = Anchor.topRight;
_distance.changePriorityWithoutResorting(OVERLAY_PRIORITY);
_coins = TextComponent(": 0",
position: Vector2(size.x - 20, 10), textRenderer: scoresPaint)
..anchor = Anchor.topRight;
_coins.changePriorityWithoutResorting(OVERLAY_PRIORITY);
// add all overlays first since the first time they are added there is a
// delay, so calling it earlier makes a smoother experience.
overlays.add("leaderboard");
overlays.remove('leaderboard');
overlays.add("deposit");
overlays.remove('deposit');
overlays.add("signin");
overlays.remove('signin');
overlays.add("gameOver");
overlays.remove('gameOver');
overlays.add("mainMenu");
overlays.add('loading');
// set up the game and pause it.
setUp();
gameState.setPaused();
startLoading = DateTime.now().microsecondsSinceEpoch;
}
// Choose which music to play. Useful since web browser does not let you play
// music until the user interacts with the website.
void playMusic() {
if (overlays.isActive('mainMenu')) {
FlameAudio.bgm.play('Infinite_Menu.mp3');
} else {
FlameAudio.bgm.play('Infinite_Spankage_M.mp3');
}
playingMusic = true;
}
// Fill the screen with platforms and all of the obstacles.
void fillScreen() {
if (shouldReset) {
return;
}
int dangerLevel = gameState.getDangerLevel();
platformHolder.generatePlatforms(this);
if (dangerLevel > 2) {
int wireChosenRegion = random.nextInt(9);
if (wireChosenRegion % 3 != 2 &&
wireChosenRegion != 6 &&
wireChosenRegion != 7) {
wireHolder.generateWire(this, wireChosenRegion);
}
}
if (dangerLevel > 0) {
int bugChosenRegion = random.nextInt(9);
if (bugChosenRegion % 3 != 2 && bugChosenRegion % 3 != 0) {
bugHolder.generateBug(this, bugChosenRegion);
}
}
if (dangerLevel > 1) {
int debrisChosenRegion = random.nextInt(9);
if (debrisChosenRegion % 3 == 0 && debrisChosenRegion != 6) {
debrisHolder.generateDebris(this, debrisChosenRegion);
}
}
int choseCoinLevel = random.nextInt(9);
if (choseCoinLevel % 3 != 2 && choseCoinLevel != 6) {
coinHolder.generateCoin(this, choseCoinLevel);
}
if (dangerLevel > 4) {
int wallChosenRegion = random.nextInt(9);
if (wallChosenRegion % 3 == 1 && wallChosenRegion != 7) {
wallHolder.generateWall(this, wallChosenRegion);
}
}
}
// Check if an obstacle is being placed too near another obstacle,
// to ensure fairness for the player.
bool isTooNearOtherObstacles(Rect rect) {
Rect obstacleBounds = Rect.fromLTRB(
3 * rect.left - 2 * (rect.left + blockSize) - 1,
3 * rect.top - 2 * (rect.top + blockSize) - 1,
3 * (rect.left + blockSize) - 2 * rect.left + 1,
3 * (rect.top + blockSize) - 2 * rect.top + 1);
for (List<MovingObject> wireLevel in wireHolder.objects) {
for (MovingObject wire in wireLevel) {
if (wire.intersect(obstacleBounds) != "none") {
return true;
}
}
}
for (List<MovingObject> coinLevel in coinHolder.objects) {
for (MovingObject coin in coinLevel) {
if (coin.intersect(obstacleBounds) != "none") {
return true;
}
}
}
for (List<MovingObject> bugLevel in bugHolder.objects) {
for (MovingObject bug in bugLevel) {
if (bug.intersect(obstacleBounds) != "none") {
return true;
}
}
}
for (List<MovingObject> debrisLevel in debrisHolder.objects) {
for (MovingObject debris in debrisLevel) {
if (debris.intersect(obstacleBounds) != "none") {
return true;
}
}
}
for (List<MovingObject> wallLevel in wallHolder.objects) {
for (MovingObject wall in wallLevel) {
if (wall.intersect(obstacleBounds) != "none") {
return true;
}
}
}
return false;
}
bool shouldReset = false;
// Connect to the server in online mode to get information and to participate
// in the weekly tournament.
Future<String> connectServer(String command, String arguments) async {
try {
final response = await http.post(
Uri.parse("$SERVER:$PORT/$command?$arguments"),
headers: <String, String>{
'Content-Type': 'application/json; charset=UTF-8',
},
);
if (response.statusCode == 200) {
// If the server did return a 200,
// then parse the JSON.
return response.body;
} else {
// If the server did not return a 201 CREATED response,
// then throw an exception.
throw Exception('Failed to connect to Firo Runner server.');
}
// var value = await channel.stream.first;
// print(value);
} catch (e) {
print(e);
return "";
}
}
// Put the loss screen up.
Future<void> displayLoss() async {
if (!(runner.sprite.animation?.done() ?? false) &&
runner.sprite.animation!.loop == false &&
firstDeath) {
return;
}
firstDeath = false;
overlays.add('gameOver');
}
// Put the main menu screen up.
void mainMenu() {
overlays.remove('gameOver');
overlays.add('mainMenu');
FlameAudio.bgm.stop();
FlameAudio.bgm.play('Infinite_Menu.mp3');
}
// reset the game.
void reset() {
runner.sprite.animation!.reset();
overlays.remove('gameOver');
overlays.remove('mainMenu');
shouldReset = false;
components.clear();
setUp();
}
// process after a death.
Future<void> die() async {
gameState.setPaused();
// if in a tournament mode update information.
if (!NO_TOURNAMENT) {
final prefs = await SharedPreferences.getInstance();
if (username != "" && competitive) {
await connectServer(
"newscore", "user=$username&score=${gameState.getPlayerScore()}");
}
tries = prefs.getInt('tries') ?? 0;
String result = await connectServer("gettries", "user=$username");
try {
tries = int.parse(result);
prefs.setInt('tries', tries);
} catch (e) {
print(e);
}
}
shouldReset = true;
}
// set up the game for another run.
void setUp() {
add(runner);
fireworks.setUp();
runner.sprite.clearEffects();
runner.sprite.current = RunnerState.run;
circuitBackground.setUp();
platformHolder.setUp();
coinHolder.setUp();
wireHolder.setUp();
bugHolder.setUp();
debrisHolder.setUp();
wallHolder.setUp();
gameState.setUp(this);
runner.setUp();
add(_coins);
add(_distance);
fillScreen();
platformHolder.objects[2][0].sprite.current = PlatformState.left;
platformHolder.objects[5][0].sprite.current = PlatformState.left;
}
@override
void render(Canvas canvas) {
if (!overlays.isActive('mainMenu')) {
circuitBackground.render(canvas);
fireworks.renderText(canvas);
super.render(canvas);
coinHolder.renderCoinScore(canvas);
}
}
@override
void update(double dt) {
if (overlays.isActive('loading') &&
(DateTime.now().microsecondsSinceEpoch - startLoading) > LOADING_TIME) {
overlays.remove('loading');
if (!kIsWeb) {
playMusic();
}
}
fireworks.update(dt);
platformHolder.removePast(this);
coinHolder.removePast(this);
wireHolder.removePast(this);
bugHolder.removePast(this);
debrisHolder.removePast(this);
wallHolder.removePast(this);
fillScreen();
super.update(dt);
circuitBackground.update(dt);
gameState.update(dt);
platformHolder.update(dt);
coinHolder.update(dt);
wireHolder.update(dt);
bugHolder.update(dt);
debrisHolder.update(dt);
wallHolder.update(dt);
_distance.text = "Time: ${gameState.getPlayerTime()}";
_coins.text = " ${gameState.numCoins}";
if (shouldReset &&
!overlays.isActive('gameOver') &&
!overlays.isActive('mainMenu')) {
displayLoss();
}
}
@override
void onResize(Vector2 canvasSize) {
Vector2 oldSize = viewport.canvasSize;
super.onResize(canvasSize);
blockSize = canvasSize.y / 9;
if (loaded) {
double xRatio = canvasSize.x / oldSize.x;
double yRatio = canvasSize.y / oldSize.y;
circuitBackground.resize(canvasSize, xRatio, yRatio);
runner.resize(canvasSize, xRatio, yRatio);
platformHolder.resize(canvasSize, xRatio, yRatio);
coinHolder.resize(canvasSize, xRatio, yRatio);
wireHolder.resize(canvasSize, xRatio, yRatio);
bugHolder.resize(canvasSize, xRatio, yRatio);
debrisHolder.resize(canvasSize, xRatio, yRatio);
wallHolder.resize(canvasSize, xRatio, yRatio);
fireworks.resize(canvasSize, xRatio, yRatio);
}
}
// Mobile controls
late List<double> xDeltas;
late List<double> yDeltas;
@override
void onPanStart(DragStartInfo info) {
xDeltas = List.empty(growable: true);
yDeltas = List.empty(growable: true);
}
bool action = false;
@override
void onPanUpdate(DragUpdateInfo info) {
xDeltas.add(info.delta.game.x);
yDeltas.add(info.delta.game.y);
if (xDeltas.length > 2 && !action) {
action = true;
if (!playingMusic && kIsWeb) {
playMusic();
}
double xDelta = xDeltas.isEmpty
? 0
: xDeltas.reduce((value, element) => value + element);
double yDelta = yDeltas.isEmpty
? 0
: yDeltas.reduce((value, element) => value + element);
if (xDelta.abs() > yDelta.abs()) {
if (xDelta > 0) {
runner.control("right");
} else {
runner.control("left");
}
} else if (xDelta.abs() < yDelta.abs()) {
if (yDelta > 0) {
runner.control("down");
} else {
runner.control("up");
}
}
xDeltas = List.empty(growable: true);
yDeltas = List.empty(growable: true);
}
}
@override
void onPanEnd(DragEndInfo info) {
action = false;
xDeltas = List.empty(growable: true);
yDeltas = List.empty(growable: true);
}
@override
void onTap() {
if (!playingMusic && kIsWeb) {
playMusic();
}
runner.control("center");
}
// Keyboard controls.
var keyboardKey;
@override
void onKeyEvent(RawKeyEvent event) {
if (!playingMusic && kIsWeb) {
playMusic();
}
if (event is RawKeyDownEvent) {
action = true;
keyboardKey = null;
switch (event.data.logicalKey.keyId) {
case 4294968068:
case 119:
case 87:
// case "w":
runner.control("up");
break;
case 4294968066:
case 97:
case 65:
// case "a":
runner.control("left");
break;
case 4294968065:
case 115:
case 83:
// case "s":
runner.control("down");
break;
case 4294968067:
case 100:
case 68:
// case "d":
runner.control("right");
break;
default:
break;
}
}
if (event is RawKeyUpEvent) {
action = false;
}
}
}