Merge pull request #521 from vlidholt/master
Adds new Layer class to sprites
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commit
0a02ea4542
@ -650,7 +650,7 @@ class Hud extends NodeWithSize {
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_dirtyScore = true;
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}
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Hud(this.spriteSheetUI) {
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Hud(this.spriteSheetUI) : super(Size.zero) {
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pivot = Point.origin;
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sprtBgScore = new Sprite(spriteSheetUI["scoreboard.png"]);
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19
examples/game/lib/layer.dart
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19
examples/game/lib/layer.dart
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@ -0,0 +1,19 @@
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part of sprites;
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class Layer extends Node with SpritePaint {
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Paint _cachedPaint = new Paint()
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..setFilterQuality(FilterQuality.low)
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..isAntiAlias = false;
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void _prePaint(PaintingCanvas canvas, Matrix4 matrix) {
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super._prePaint(canvas, matrix);
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_updatePaint(_cachedPaint);
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canvas.saveLayer(null, _cachedPaint);
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}
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void _postPaint(PaintingCanvas canvas, Matrix4 totalMatrix) {
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canvas.restore();
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super._postPaint(canvas, totalMatrix);
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}
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}
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@ -21,9 +21,9 @@ class NodeWithSize extends Node {
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/// The default [size] is zero and the default [pivot] point is the origin. Subclasses may change the default values.
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///
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/// var myNodeWithSize = new NodeWithSize(new Size(1024.0, 1024.0));
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NodeWithSize([Size this.size, Point this.pivot]) {
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NodeWithSize(Size this.size) {
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if (size == null) size = Size.zero;
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if (pivot == null) pivot = Point.origin;
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pivot = Point.origin;
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}
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/// Call this method in your [paint] method if you want the origin of your drawing to be the top left corner of the
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@ -1,7 +1,7 @@
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part of sprites;
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/// A Sprite is a [Node] that renders a bitmap image to the screen.
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class Sprite extends NodeWithSize {
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class Sprite extends NodeWithSize with SpritePaint {
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/// The texture that the sprite will render to screen.
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///
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@ -15,19 +15,6 @@ class Sprite extends NodeWithSize {
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///
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/// mySprite.constrainProportions = true;
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bool constrainProportions = false;
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double _opacity = 1.0;
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/// The color to draw on top of the sprite, null if no color overlay is used.
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///
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/// // Color the sprite red
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/// mySprite.colorOverlay = new Color(0x77ff0000);
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Color colorOverlay;
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/// The transfer mode used when drawing the sprite to screen.
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///
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/// // Add the colors of the sprite with the colors of the background
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/// mySprite.transferMode = TransferMode.plusMode;
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TransferMode transferMode;
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Paint _cachedPaint = new Paint()
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..setFilterQuality(FilterQuality.low)
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@ -36,7 +23,7 @@ class Sprite extends NodeWithSize {
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/// Creates a new sprite from the provided [texture].
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///
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/// var mySprite = new Sprite(myTexture)
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Sprite([this.texture]) {
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Sprite([this.texture]) : super(Size.zero) {
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if (texture != null) {
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size = texture.size;
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pivot = texture.pivot;
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@ -48,7 +35,7 @@ class Sprite extends NodeWithSize {
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/// Creates a new sprite from the provided [image].
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///
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/// var mySprite = new Sprite.fromImage(myImage);
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Sprite.fromImage(Image image) {
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Sprite.fromImage(Image image) : super(Size.zero) {
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assert(image != null);
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texture = new Texture(image);
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@ -57,17 +44,6 @@ class Sprite extends NodeWithSize {
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pivot = new Point(0.5, 0.5);
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}
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/// The opacity of the sprite in the range 0.0 to 1.0.
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///
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/// mySprite.opacity = 0.5;
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double get opacity => _opacity;
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void set opacity(double opacity) {
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assert(opacity != null);
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assert(opacity >= 0.0 && opacity <= 1.0);
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_opacity = opacity;
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}
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void paint(PaintingCanvas canvas) {
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// Account for pivot point
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applyTransformForPivot(canvas);
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@ -95,13 +71,7 @@ class Sprite extends NodeWithSize {
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canvas.scale(scaleX, scaleY);
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// Setup paint object for opacity and transfer mode
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_cachedPaint.color = new Color.fromARGB((255.0*_opacity).toInt(), 255, 255, 255);
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if (colorOverlay != null) {
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_cachedPaint.setColorFilter(new ColorFilter.mode(colorOverlay, TransferMode.srcATop));
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}
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if (transferMode != null) {
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_cachedPaint.setTransferMode(transferMode);
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}
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_updatePaint(_cachedPaint);
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// Do actual drawing of the sprite
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texture.drawTexture(canvas, Point.origin, _cachedPaint);
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@ -112,3 +82,42 @@ class Sprite extends NodeWithSize {
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}
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}
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}
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abstract class SpritePaint {
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double _opacity = 1.0;
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/// The opacity of the sprite in the range 0.0 to 1.0.
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///
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/// mySprite.opacity = 0.5;
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double get opacity => _opacity;
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void set opacity(double opacity) {
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assert(opacity != null);
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assert(opacity >= 0.0 && opacity <= 1.0);
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_opacity = opacity;
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}
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/// The color to draw on top of the sprite, null if no color overlay is used.
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///
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/// // Color the sprite red
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/// mySprite.colorOverlay = new Color(0x77ff0000);
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Color colorOverlay;
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/// The transfer mode used when drawing the sprite to screen.
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///
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/// // Add the colors of the sprite with the colors of the background
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/// mySprite.transferMode = TransferMode.plusMode;
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TransferMode transferMode;
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void _updatePaint(Paint paint) {
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paint.color = new Color.fromARGB((255.0*_opacity).toInt(), 255, 255, 255);
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if (colorOverlay != null) {
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_cachedPaint.setColorFilter(new ColorFilter.mode(colorOverlay, TransferMode.srcATop));
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}
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if (transferMode != null) {
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_cachedPaint.setTransferMode(transferMode);
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}
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}
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}
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@ -21,6 +21,7 @@ import 'package:vector_math/vector_math.dart';
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part 'action.dart';
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part 'color_secuence.dart';
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part 'image_map.dart';
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part 'layer.dart';
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part 'node.dart';
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part 'node3d.dart';
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part 'node_with_size.dart';
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