firo_runner/lib/coin_holder.dart

129 lines
2.9 KiB
Dart

import 'dart:math';
import 'package:flame/flame.dart';
import 'package:firo_runner/coin.dart';
import 'package:firo_runner/main.dart';
import 'package:flame/extensions.dart';
import 'package:firo_runner/platform.dart';
class CoinHolder {
late Image 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;
}
if (coins[level].isNotEmpty) {
return false;
}
if (random.nextInt(100) > 25) {
return true;
} else {
int nearestPlatform = gameRef.platformHolder.getNearestPlatform(level);
Platform? platform =
gameRef.platformHolder.getPlatformOffScreen(nearestPlatform);
double xCoordinate = -100;
if (level == 0) {
xCoordinate = gameRef.size.x;
} else if (platform != null) {
xCoordinate = platform.sprite.x;
} else {
return false;
}
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;
// 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++;
}
}
}
}