commit
acccd438e5
57
examples/game/lib/action_spline.dart
Normal file
57
examples/game/lib/action_spline.dart
Normal file
@ -0,0 +1,57 @@
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part of sprites;
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Point _cardinalSplineAt(Point p0, Point p1, Point p2, Point p3, double tension, double t) {
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double t2 = t * t;
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double t3 = t2 * t;
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double s = (1.0 - tension) / 2.0;
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double b1 = s * ((-t3 + (2.0 * t2)) - t);
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double b2 = s * (-t3 + t2) + (2.0 * t3 - 3.0 * t2 + 1.0);
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double b3 = s * (t3 - 2.0 * t2 + t) + (-2.0 * t3 + 3.0 * t2);
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double b4 = s * (t3 - t2);
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double x = p0.x * b1 + p1.x * b2 + p2.x * b3 + p3.x * b4;
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double y = p0.y * b1 + p1.y * b2 + p2.y * b3 + p3.y * b4;
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return new Point(x, y);
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}
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class ActionSpline extends ActionInterval {
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ActionSpline(this.setter, this.points, double duration, [Curve curve]) : super(duration, curve) {
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_dt = 1.0 / (points.length - 1.0);
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}
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final Function setter;
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final List<Point> points;
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double _dt;
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void update(double t) {
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double tension = 0.5;
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int p;
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double lt;
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if (t < 0.0) t = 0.0;
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if (t >= 1.0) {
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p = points.length - 1;
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lt = 1.0;
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} else {
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p = (t / _dt).floor();
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lt = (t - _dt * p) / _dt;
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}
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Point p0 = points[(p - 1).clamp(0, points.length - 1)];
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Point p1 = points[(p + 0).clamp(0, points.length - 1)];
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Point p2 = points[(p + 1).clamp(0, points.length - 1)];
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Point p3 = points[(p + 2).clamp(0, points.length - 1)];
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Point newPos = _cardinalSplineAt(p0, p1, p2, p3, tension, lt);
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//print("newPos: $newPos");
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setter(newPos);
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}
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}
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42
examples/game/lib/constraint.dart
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42
examples/game/lib/constraint.dart
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@ -0,0 +1,42 @@
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part of sprites;
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abstract class Constraint {
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void preUpdate(Node node, double dt) {
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}
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void constrain(Node node, double dt);
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}
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double _dampenRotation(double src, double dst, double dampening) {
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double delta = dst - src;
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while (delta > 180.0) delta -= 360;
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while (delta < -180) delta += 360;
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delta *= dampening;
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return src + delta;
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}
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class ConstraintRotationToMovement {
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ConstraintRotationToMovement([this.dampening]);
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final double dampening;
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Point _lastPosition;
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void preUpdate(Node node, double dt) {
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_lastPosition = node.position;
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}
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void constrain(Node node, double dt) {
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assert(_lastPosition != null);
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if (_lastPosition == node.position) return;
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// Get the target angle
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Offset offset = node.position - _lastPosition;
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double target = degrees(GameMath.atan2(offset.dy, offset.dx));
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if (dampening == null)
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node.rotation = target;
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else
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node.rotation = _dampenRotation(node.rotation, target, dampening);
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}
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}
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@ -1,5 +1,6 @@
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library game;
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import 'dart:async';
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import 'dart:sky' as sky;
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import 'dart:math' as Math;
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import 'sprites.dart';
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@ -10,4 +11,4 @@ import 'package:sky/widgets/navigator.dart';
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import 'package:sky/animation/curves.dart';
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import 'package:vector_math/vector_math_64.dart';
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part 'game_demo_world.dart';
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part 'game_demo_node.dart';
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784
examples/game/lib/game_demo_node.dart
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784
examples/game/lib/game_demo_node.dart
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@ -0,0 +1,784 @@
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part of game;
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final double _gameSizeWidth = 320.0;
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double _gameSizeHeight = 320.0;
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final bool _drawDebug = false;
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class GameDemoNode extends NodeWithSize {
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GameDemoNode(
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this._images,
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this._spritesGame,
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this._spritesUI,
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this._sounds,
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this._gameOverCallback
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): super(new Size(320.0, 320.0)) {
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// Add background
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_background = new RepeatedImage(_images["assets/starfield.png"]);
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addChild(_background);
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// Create starfield
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_starField = new StarField(_spritesGame, 200);
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addChild(_starField);
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// Add nebula
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_nebula = new RepeatedImage(_images["assets/nebula.png"], sky.TransferMode.plus);
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addChild(_nebula);
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// Setup game screen, it will always be anchored to the bottom of the screen
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_gameScreen = new Node();
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addChild(_gameScreen);
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// Setup the level and add it to the screen, the level is the node where
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// all our game objects live. It is moved to scroll the game
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_level = new Level();
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_gameScreen.addChild(_level);
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_objectFactory = new GameObjectFactory(_spritesGame, _sounds, _level);
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_level.ship = new Ship(_objectFactory);
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_level.addChild(_level.ship);
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// Add the joystick
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_joystick = new VirtualJoystick();
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_gameScreen.addChild(_joystick);
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// Add HUD
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_hud = new Hud(_spritesUI);
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addChild(_hud);
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addObjects();
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}
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// Resources
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ImageMap _images;
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Map<String, SoundEffect> _sounds;
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SpriteSheet _spritesGame;
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SpriteSheet _spritesUI;
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// Sounds
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SoundEffectPlayer _effectPlayer = SoundEffectPlayer.sharedInstance();
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// Callback
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Function _gameOverCallback;
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// Game screen nodes
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Node _gameScreen;
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VirtualJoystick _joystick;
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GameObjectFactory _objectFactory;
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Level _level;
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StarField _starField;
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RepeatedImage _background;
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RepeatedImage _nebula;
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Hud _hud;
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// Game properties
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double _scrollSpeed = 2.0;
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double _scroll = 0.0;
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int _framesToFire = 0;
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int _framesBetweenShots = 20;
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bool _gameOver = false;
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void spriteBoxPerformedLayout() {
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_gameSizeHeight = spriteBox.visibleArea.height;
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_gameScreen.position = new Point(0.0, _gameSizeHeight);
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}
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void update(double dt) {
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// Scroll the level
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_scroll = _level.scroll(_scrollSpeed);
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_starField.move(0.0, _scrollSpeed);
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_background.move(_scrollSpeed * 0.1);
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_nebula.move(_scrollSpeed);
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// Add objects
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addObjects();
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// Move the ship
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if (!_gameOver) {
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_level.ship.applyThrust(_joystick.value, _scroll);
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}
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// Add shots
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if (_framesToFire == 0 && _joystick.isDown && !_gameOver) {
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fire();
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_framesToFire = _framesBetweenShots;
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}
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if (_framesToFire > 0) _framesToFire--;
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// Move game objects
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for (Node node in _level.children) {
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if (node is GameObject) {
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node.move();
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}
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}
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// Remove offscreen game objects
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for (int i = _level.children.length - 1; i >= 0; i--) {
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Node node = _level.children[i];
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if (node is GameObject) {
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node.removeIfOffscreen(_scroll);
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}
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}
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if (_gameOver) return;
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// Check for collisions between lasers and objects that can take damage
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List<Laser> lasers = [];
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for (Node node in _level.children) {
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if (node is Laser) lasers.add(node);
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}
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List<GameObject> damageables = [];
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for (Node node in _level.children) {
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if (node is GameObject && node.canBeDamaged) damageables.add(node);
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}
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for (Laser laser in lasers) {
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for (GameObject damageable in damageables) {
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if (laser.collidingWith(damageable)) {
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// Hit something that can take damage
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_hud.score += damageable.addDamage(laser.impact);
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laser.destroy();
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}
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}
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}
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// Check for collsions between ship and objects that can damage the ship
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List<Node> nodes = new List.from(_level.children);
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for (Node node in nodes) {
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if (node is GameObject && node.canDamageShip) {
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if (node.collidingWith(_level.ship)) {
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// The ship was hit :(
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killShip();
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_level.ship.visible = false;
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}
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}
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}
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}
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int _chunk = 0;
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double _chunkSpacing = 640.0;
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void addObjects() {
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while (_scroll + _chunkSpacing >= _chunk * _chunkSpacing) {
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addLevelChunk(
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_chunk,
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-_chunk * _chunkSpacing - _chunkSpacing);
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_chunk += 1;
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}
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}
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void addLevelChunk(int chunk, double yPos) {
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if (chunk == 0) {
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// Leave the first chunk empty
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return;
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} else if (chunk == 1) {
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addLevelAsteroids(10, yPos, 0.0);
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} else {
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addLevelAsteroids(9 + chunk, yPos, 0.5);
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}
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}
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void addLevelAsteroids(int numAsteroids, double yPos, double distribution) {
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for (int i = 0; i < numAsteroids; i++) {
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GameObjectType type = (randomDouble() < distribution) ? GameObjectType.asteroidBig : GameObjectType.asteroidSmall;
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Point pos = new Point(randomSignedDouble() * 160.0,
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yPos + _chunkSpacing * randomDouble());
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_objectFactory.addGameObject(type, pos);
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}
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}
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void fire() {
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Laser shot0 = new Laser(_objectFactory);
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shot0.position = _level.ship.position + new Offset(17.0, -10.0);
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_level.addChild(shot0);
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Laser shot1 = new Laser(_objectFactory);
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shot1.position = _level.ship.position + new Offset(-17.0, -10.0);
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_level.addChild(shot1);
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_effectPlayer.play(_sounds["laser"]);
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}
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void killShip() {
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// Hide ship
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_level.ship.visible = false;
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_effectPlayer.play(_sounds["explosion"]);
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// Add explosion
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Explosion explo = new Explosion(_spritesGame);
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explo.scale = 1.5;
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explo.position = _level.ship.position;
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_level.addChild(explo);
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// Add flash
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Flash flash = new Flash(size, 1.0);
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addChild(flash);
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// Set the state to game over
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_gameOver = true;
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// Return to main scene and report the score back in 2 seconds
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new Timer(new Duration(seconds: 2), () { _gameOverCallback(_hud.score); });
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}
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}
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class VirtualJoystick extends NodeWithSize {
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VirtualJoystick() : super(new Size(160.0, 160.0)) {
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userInteractionEnabled = true;
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handleMultiplePointers = false;
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position = new Point(160.0, -20.0);
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pivot = new Point(0.5, 1.0);
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_center = new Point(size.width / 2.0, size.height / 2.0);
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_handlePos = _center;
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_paintHandle = new Paint()
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..color=new Color(0xffffffff);
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_paintControl = new Paint()
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..color=new Color(0xffffffff)
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..strokeWidth = 1.0
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..setStyle(sky.PaintingStyle.stroke);
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}
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Point value = Point.origin;
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bool _isDown = false;
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bool get isDown => _isDown;
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Point _pointerDownAt;
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Point _center;
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Point _handlePos;
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Paint _paintHandle;
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Paint _paintControl;
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bool handleEvent(SpriteBoxEvent event) {
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if (event.type == "pointerdown") {
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_pointerDownAt = event.boxPosition;
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actions.stopAll();
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_isDown = true;
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}
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else if (event.type == "pointerup" || event.type == "pointercancel") {
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_pointerDownAt = null;
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value = Point.origin;
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ActionTween moveToCenter = new ActionTween((a) => _handlePos = a, _handlePos, _center, 0.4, elasticOut);
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actions.run(moveToCenter);
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_isDown = false;
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} else if (event.type == "pointermove") {
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Offset movedDist = event.boxPosition - _pointerDownAt;
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value = new Point(
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(movedDist.dx / 80.0).clamp(-1.0, 1.0),
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(movedDist.dy / 80.0).clamp(-1.0, 1.0));
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_handlePos = _center + new Offset(value.x * 40.0, value.y * 40.0);
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}
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return true;
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}
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void paint(PaintingCanvas canvas) {
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applyTransformForPivot(canvas);
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canvas.drawCircle(_handlePos, 25.0, _paintHandle);
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canvas.drawCircle(_center, 40.0, _paintControl);
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}
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}
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class Level extends Node {
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Level() {
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position = new Point(160.0, 0.0);
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}
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Ship ship;
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double scroll(double scrollSpeed) {
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position += new Offset(0.0, scrollSpeed);
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return position.y;
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}
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}
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abstract class GameObject extends Node {
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double radius = 0.0;
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double removeLimit = 1280.0;
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bool canDamageShip = true;
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bool canBeDamaged = true;
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double maxDamage = 3.0;
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double damage = 0.0;
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Paint _paintDebug = new Paint()
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..color=new Color(0xffff0000)
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..strokeWidth = 1.0
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..setStyle(sky.PaintingStyle.stroke);
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bool collidingWith(GameObject obj) {
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return (GameMath.pointQuickDist(position, obj.position)
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< radius + obj.radius);
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}
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void move() {
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}
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void removeIfOffscreen(double scroll) {
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;
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if (-position.y > scroll + removeLimit ||
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-position.y < scroll - 50.0) {
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removeFromParent();
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}
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}
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void destroy() {
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if (parent != null) {
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Explosion explo = createExplosion();
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if (explo != null) {
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explo.position = position;
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parent.addChild(explo);
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}
|
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|
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removeFromParent();
|
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}
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}
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int addDamage(double d) {
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if (!canBeDamaged) return 0;
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|
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damage += d;
|
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if (damage >= maxDamage) {
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destroy();
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return (maxDamage * 10).ceil();
|
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}
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return 10;
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}
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Explosion createExplosion() {
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return null;
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}
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void paint(PaintingCanvas canvas) {
|
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if (_drawDebug) {
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canvas.drawCircle(Point.origin, radius, _paintDebug);
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}
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super.paint(canvas);
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}
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|
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void setupActions() {
|
||||
}
|
||||
}
|
||||
|
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class Ship extends GameObject {
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Ship(GameObjectFactory f) {
|
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// Add main ship sprite
|
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_sprt = new Sprite(f.sheet["ship.png"]);
|
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_sprt.scale = 0.3;
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_sprt.rotation = -90.0;
|
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addChild(_sprt);
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radius = 20.0;
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|
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canBeDamaged = false;
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canDamageShip = false;
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|
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// Set start position
|
||||
position = new Point(0.0, 50.0);
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}
|
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|
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Sprite _sprt;
|
||||
|
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void applyThrust(Point joystickValue, double scroll) {
|
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Point oldPos = position;
|
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Point target = new Point(joystickValue.x * 160.0, joystickValue.y * 220.0 - 250.0 - scroll);
|
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double filterFactor = 0.2;
|
||||
|
||||
position = new Point(
|
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GameMath.filter(oldPos.x, target.x, filterFactor),
|
||||
GameMath.filter(oldPos.y, target.y, filterFactor));
|
||||
}
|
||||
}
|
||||
|
||||
class Laser extends GameObject {
|
||||
double impact = 1.0;
|
||||
|
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Laser(GameObjectFactory f) {
|
||||
// Add sprite
|
||||
_sprt = new Sprite(f.sheet["laser.png"]);
|
||||
_sprt.scale = 0.3;
|
||||
_sprt.transferMode = sky.TransferMode.plus;
|
||||
addChild(_sprt);
|
||||
radius = 10.0;
|
||||
removeLimit = 640.0;
|
||||
|
||||
canDamageShip = false;
|
||||
canBeDamaged = false;
|
||||
}
|
||||
|
||||
Sprite _sprt;
|
||||
|
||||
void move() {
|
||||
position += new Offset(0.0, -10.0);
|
||||
}
|
||||
}
|
||||
|
||||
abstract class Obstacle extends GameObject {
|
||||
|
||||
Obstacle(this._f);
|
||||
|
||||
double explosionScale = 1.0;
|
||||
GameObjectFactory _f;
|
||||
|
||||
Explosion createExplosion() {
|
||||
SoundEffectPlayer.sharedInstance().play(_f.sounds["explosion"]);
|
||||
Explosion explo = new Explosion(_f.sheet);
|
||||
explo.scale = explosionScale;
|
||||
return explo;
|
||||
}
|
||||
}
|
||||
|
||||
abstract class Asteroid extends Obstacle {
|
||||
Asteroid(GameObjectFactory f) : super(f);
|
||||
|
||||
Sprite _sprt;
|
||||
|
||||
void setupActions() {
|
||||
// Rotate obstacle
|
||||
int direction = 1;
|
||||
if (randomDouble() < 0.5) direction = -1;
|
||||
ActionTween rotate = new ActionTween(
|
||||
(a) => _sprt.rotation = a,
|
||||
0.0, 360.0 * direction, 5.0 + 5.0 * randomDouble());
|
||||
_sprt.actions.run(new ActionRepeatForever(rotate));
|
||||
}
|
||||
|
||||
set damage(double d) {
|
||||
super.damage = d;
|
||||
int alpha = ((200.0 * d) ~/ maxDamage).clamp(0, 200);
|
||||
_sprt.colorOverlay = new Color.fromARGB(alpha, 255, 3, 86);
|
||||
}
|
||||
}
|
||||
|
||||
class AsteroidBig extends Asteroid {
|
||||
AsteroidBig(GameObjectFactory f) : super(f) {
|
||||
_sprt = new Sprite(f.sheet["asteroid_big_${randomInt(3)}.png"]);
|
||||
_sprt.scale = 0.3;
|
||||
radius = 25.0;
|
||||
maxDamage = 5.0;
|
||||
addChild(_sprt);
|
||||
}
|
||||
}
|
||||
|
||||
class AsteroidSmall extends Asteroid {
|
||||
AsteroidSmall(GameObjectFactory f) : super(f) {
|
||||
_sprt = new Sprite(f.sheet["asteroid_small_${randomInt(3)}.png"]);
|
||||
_sprt.scale = 0.3;
|
||||
radius = 12.0;
|
||||
maxDamage = 3.0;
|
||||
addChild(_sprt);
|
||||
}
|
||||
}
|
||||
|
||||
enum GameObjectType {
|
||||
asteroidBig,
|
||||
asteroidSmall,
|
||||
}
|
||||
|
||||
class GameObjectFactory {
|
||||
GameObjectFactory(this.sheet, this.sounds, this.level);
|
||||
|
||||
SpriteSheet sheet;
|
||||
Map<String,SoundEffect> sounds;
|
||||
Level level;
|
||||
|
||||
void addGameObject(GameObjectType type, Point pos) {
|
||||
GameObject obj;
|
||||
if (type == GameObjectType.asteroidBig)
|
||||
obj = new AsteroidBig(this);
|
||||
else if (type == GameObjectType.asteroidSmall)
|
||||
obj = new AsteroidSmall(this);
|
||||
|
||||
obj.position = pos;
|
||||
obj.setupActions();
|
||||
|
||||
level.addChild(obj);
|
||||
}
|
||||
}
|
||||
|
||||
// class MovingObstacle extends Obstacle {
|
||||
// MovingObstacle(SpriteSheet sheet, Map<String,SoundEffect> effects, ObstacleType type) : super (sheet, effects, type);
|
||||
//
|
||||
// void setupAction() {
|
||||
// actions.stopAll();
|
||||
//
|
||||
// List<Offset> offsets = [
|
||||
// new Offset(-160.0, 160.0),
|
||||
// new Offset(-80.0, -160.0),
|
||||
// new Offset(0.0, 160.0),
|
||||
// new Offset(80.0, -160.0),
|
||||
// new Offset(160.0, 160.0)];
|
||||
//
|
||||
// List<Point> points = [];
|
||||
// for (Offset offset in offsets) {
|
||||
// points.add(position + offset);
|
||||
// }
|
||||
//
|
||||
// ActionSpline spline = new ActionSpline((a) => position = a, points, 4.0);
|
||||
// actions.run(new ActionRepeatForever(spline));
|
||||
// }
|
||||
// }
|
||||
|
||||
class StarField extends NodeWithSize {
|
||||
sky.Image _image;
|
||||
SpriteSheet _spriteSheet;
|
||||
int _numStars;
|
||||
bool _autoScroll;
|
||||
|
||||
List<Point> _starPositions;
|
||||
List<double> _starScales;
|
||||
List<Rect> _rects;
|
||||
List<Color> _colors;
|
||||
|
||||
final double _padding = 50.0;
|
||||
Size _paddedSize = Size.zero;
|
||||
|
||||
Paint _paint = new Paint()
|
||||
..setFilterQuality(sky.FilterQuality.low)
|
||||
..isAntiAlias = false
|
||||
..setTransferMode(sky.TransferMode.plus);
|
||||
|
||||
StarField(this._spriteSheet, this._numStars, [this._autoScroll = false]) : super(Size.zero) {
|
||||
_image = _spriteSheet.image;
|
||||
}
|
||||
|
||||
void addStars() {
|
||||
_starPositions = [];
|
||||
_starScales = [];
|
||||
_colors = [];
|
||||
_rects = [];
|
||||
|
||||
size = spriteBox.visibleArea.size;
|
||||
_paddedSize = new Size(size.width + _padding * 2.0,
|
||||
size.height + _padding * 2.0);
|
||||
|
||||
for (int i = 0; i < _numStars; i++) {
|
||||
_starPositions.add(new Point(randomDouble() * _paddedSize.width,
|
||||
randomDouble() * _paddedSize.height));
|
||||
_starScales.add(randomDouble() * 0.4);
|
||||
_colors.add(new Color.fromARGB((255.0 * (randomDouble() * 0.5 + 0.5)).toInt(), 255, 255, 255));
|
||||
_rects.add(_spriteSheet["star_${randomInt(2)}.png"].frame);
|
||||
}
|
||||
}
|
||||
|
||||
void spriteBoxPerformedLayout() {
|
||||
addStars();
|
||||
}
|
||||
|
||||
void paint(PaintingCanvas canvas) {
|
||||
// Create a transform for each star
|
||||
List<sky.RSTransform> transforms = [];
|
||||
for (int i = 0; i < _numStars; i++) {
|
||||
sky.RSTransform transform = new sky.RSTransform(
|
||||
_starScales[i],
|
||||
0.0,
|
||||
_starPositions[i].x - _padding,
|
||||
_starPositions[i].y - _padding);
|
||||
|
||||
transforms.add(transform);
|
||||
}
|
||||
|
||||
// Draw the stars
|
||||
canvas.drawAtlas(_image, transforms, _rects, _colors, sky.TransferMode.modulate, null, _paint);
|
||||
}
|
||||
|
||||
void move(double dx, double dy) {
|
||||
for (int i = 0; i < _numStars; i++) {
|
||||
double xPos = _starPositions[i].x;
|
||||
double yPos = _starPositions[i].y;
|
||||
double scale = _starScales[i];
|
||||
|
||||
xPos += dx * scale;
|
||||
yPos += dy * scale;
|
||||
|
||||
if (xPos >= _paddedSize.width) xPos -= _paddedSize.width;
|
||||
if (xPos < 0) xPos += _paddedSize.width;
|
||||
if (yPos >= _paddedSize.height) yPos -= _paddedSize.height;
|
||||
if (yPos < 0) yPos += _paddedSize.height;
|
||||
|
||||
_starPositions[i] = new Point(xPos, yPos);
|
||||
}
|
||||
}
|
||||
|
||||
void update(double dt) {
|
||||
if (_autoScroll) {
|
||||
move(0.0, dt * 100.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class RepeatedImage extends Node {
|
||||
Sprite _sprt0;
|
||||
Sprite _sprt1;
|
||||
|
||||
RepeatedImage(sky.Image image, [sky.TransferMode mode = null]) {
|
||||
_sprt0 = new Sprite.fromImage(image);
|
||||
_sprt0.size = new Size(1024.0, 1024.0);
|
||||
_sprt0.pivot = Point.origin;
|
||||
_sprt1 = new Sprite.fromImage(image);
|
||||
_sprt1.size = new Size(1024.0, 1024.0);
|
||||
_sprt1.pivot = Point.origin;
|
||||
_sprt1.position = new Point(0.0, -1024.0);
|
||||
|
||||
if (mode != null) {
|
||||
_sprt0.transferMode = mode;
|
||||
_sprt1.transferMode = mode;
|
||||
}
|
||||
|
||||
addChild(_sprt0);
|
||||
addChild(_sprt1);
|
||||
}
|
||||
|
||||
void move(double dy) {
|
||||
double yPos = (position.y + dy) % 1024.0;
|
||||
position = new Point(0.0, yPos);
|
||||
}
|
||||
}
|
||||
|
||||
class Explosion extends Node {
|
||||
Explosion(SpriteSheet sheet) {
|
||||
// Add particles
|
||||
ParticleSystem particlesDebris = new ParticleSystem(
|
||||
sheet["explosion_particle.png"],
|
||||
rotateToMovement: true,
|
||||
startRotation:90.0,
|
||||
startRotationVar: 0.0,
|
||||
endRotation: 90.0,
|
||||
startSize: 0.3,
|
||||
startSizeVar: 0.1,
|
||||
endSize: 0.3,
|
||||
endSizeVar: 0.1,
|
||||
numParticlesToEmit: 25,
|
||||
emissionRate:1000.0,
|
||||
greenVar: 127,
|
||||
redVar: 127
|
||||
);
|
||||
particlesDebris.zPosition = 1010.0;
|
||||
addChild(particlesDebris);
|
||||
|
||||
ParticleSystem particlesFire = new ParticleSystem(
|
||||
sheet["fire_particle.png"],
|
||||
colorSequence: new ColorSequence([new Color(0xffffff33), new Color(0xffff3333), new Color(0x00ff3333)], [0.0, 0.5, 1.0]),
|
||||
numParticlesToEmit: 25,
|
||||
emissionRate: 1000.0,
|
||||
startSize: 0.5,
|
||||
startSizeVar: 0.1,
|
||||
endSize: 0.5,
|
||||
endSizeVar: 0.1,
|
||||
posVar: new Point(10.0, 10.0),
|
||||
speed: 10.0,
|
||||
speedVar: 5.0
|
||||
);
|
||||
particlesFire.zPosition = 1011.0;
|
||||
addChild(particlesFire);
|
||||
|
||||
// Add ring
|
||||
Sprite sprtRing = new Sprite(sheet["explosion_ring.png"]);
|
||||
sprtRing.transferMode = sky.TransferMode.plus;
|
||||
addChild(sprtRing);
|
||||
|
||||
Action scale = new ActionTween( (a) => sprtRing.scale = a, 0.2, 1.0, 1.5);
|
||||
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtRing)]);
|
||||
Action fade = new ActionTween( (a) => sprtRing.opacity = a, 1.0, 0.0, 1.5);
|
||||
actions.run(scaleAndRemove);
|
||||
actions.run(fade);
|
||||
|
||||
// Add streaks
|
||||
for (int i = 0; i < 5; i++) {
|
||||
Sprite sprtFlare = new Sprite(sheet["explosion_flare.png"]);
|
||||
sprtFlare.pivot = new Point(0.3, 1.0);
|
||||
sprtFlare.scaleX = 0.3;
|
||||
sprtFlare.transferMode = sky.TransferMode.plus;
|
||||
sprtFlare.rotation = randomDouble() * 360.0;
|
||||
addChild(sprtFlare);
|
||||
|
||||
double multiplier = randomDouble() * 0.3 + 1.0;
|
||||
|
||||
Action scale = new ActionTween( (a) => sprtFlare.scaleY = a, 0.3 * multiplier, 0.8, 1.5 * multiplier);
|
||||
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtFlare)]);
|
||||
Action fadeIn = new ActionTween( (a) => sprtFlare.opacity = a, 0.0, 1.0, 0.5 * multiplier);
|
||||
Action fadeOut = new ActionTween( (a) => sprtFlare.opacity = a, 1.0, 0.0, 1.0 * multiplier);
|
||||
Action fadeInOut = new ActionSequence([fadeIn, fadeOut]);
|
||||
actions.run(scaleAndRemove);
|
||||
actions.run(fadeInOut);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Hud extends Node {
|
||||
SpriteSheet sheet;
|
||||
Sprite sprtBgScore;
|
||||
|
||||
bool _dirtyScore = true;
|
||||
int _score = 0;
|
||||
|
||||
int get score => _score;
|
||||
|
||||
set score(int score) {
|
||||
_score = score;
|
||||
_dirtyScore = true;
|
||||
}
|
||||
|
||||
Hud(this.sheet) {
|
||||
position = new Point(310.0, 10.0);
|
||||
scale = 0.6;
|
||||
|
||||
sprtBgScore = new Sprite(sheet["scoreboard.png"]);
|
||||
sprtBgScore.pivot = new Point(1.0, 0.0);
|
||||
sprtBgScore.scale = 0.6;
|
||||
addChild(sprtBgScore);
|
||||
}
|
||||
|
||||
void update(double dt) {
|
||||
// Update score
|
||||
if (_dirtyScore) {
|
||||
|
||||
sprtBgScore.removeAllChildren();
|
||||
|
||||
String scoreStr = _score.toString();
|
||||
double xPos = -50.0;
|
||||
for (int i = scoreStr.length - 1; i >= 0; i--) {
|
||||
String numStr = scoreStr.substring(i, i + 1);
|
||||
Sprite numSprt = new Sprite(sheet["number_$numStr.png"]);
|
||||
numSprt.position = new Point(xPos, 49.0);
|
||||
sprtBgScore.addChild(numSprt);
|
||||
xPos -= 37.0;
|
||||
}
|
||||
_dirtyScore = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Flash extends NodeWithSize {
|
||||
Flash(Size size, this.duration) : super(size) {
|
||||
ActionTween fade = new ActionTween((a) => _opacity = a, 1.0, 0.0, duration);
|
||||
ActionSequence seq = new ActionSequence([fade, new ActionRemoveNode(this)]);
|
||||
actions.run(seq);
|
||||
}
|
||||
|
||||
double duration;
|
||||
double _opacity = 1.0;
|
||||
Paint _cachedPaint = new Paint();
|
||||
|
||||
void paint(PaintingCanvas canvas) {
|
||||
// Update the color
|
||||
_cachedPaint.color = new Color.fromARGB((255.0 * _opacity).toInt(),
|
||||
255, 255, 255);
|
||||
// Fill the area
|
||||
applyTransformForPivot(canvas);
|
||||
canvas.drawRect(new Rect.fromLTRB(0.0, 0.0, size.width, size.height),
|
||||
_cachedPaint);
|
||||
}
|
||||
}
|
@ -1,752 +0,0 @@
|
||||
part of game;
|
||||
|
||||
const double _steeringThreshold = 0.0;
|
||||
const double _steeringMax = 150.0;
|
||||
|
||||
// Random generator
|
||||
Math.Random _rand = new Math.Random();
|
||||
|
||||
const double _gameSizeWidth = 1024.0;
|
||||
const double _gameSizeHeight = 1024.0;
|
||||
|
||||
const double _shipRadius = 30.0;
|
||||
const double _lrgAsteroidRadius = 40.0;
|
||||
const double _medAsteroidRadius = 20.0;
|
||||
const double _smlAsteroidRadius = 10.0;
|
||||
const double _maxAsteroidSpeed = 1.0;
|
||||
|
||||
const int _lifeTimeLaser = 50;
|
||||
|
||||
const int _numStarsInStarField = 150;
|
||||
|
||||
const int _numFramesShieldActive = 60 * 5;
|
||||
const int _numFramesShieldFlickers = 60;
|
||||
|
||||
class GameDemoWorld extends NodeWithSize {
|
||||
// Images
|
||||
sky.Image _imgNebula;
|
||||
|
||||
SpriteSheet _spriteSheet;
|
||||
SpriteSheet _spriteSheetUI;
|
||||
|
||||
Map<String,SoundEffect> _sounds;
|
||||
SoundEffectPlayer _soundPool = SoundEffectPlayer.sharedInstance();
|
||||
|
||||
Navigator _navigator;
|
||||
|
||||
// Inputs
|
||||
double _joystickX = 0.0;
|
||||
double _joystickY = 0.0;
|
||||
|
||||
Node _gameLayer;
|
||||
|
||||
Ship _ship;
|
||||
Sprite _shield;
|
||||
List<Asteroid> _asteroids = [];
|
||||
List<Laser> _lasers = [];
|
||||
StarField _starField;
|
||||
Nebula _nebula;
|
||||
|
||||
// Game state
|
||||
int _numFrames = 0;
|
||||
bool _isGameOver = false;
|
||||
int _gameOverFrame;
|
||||
int _currentLevel = 0;
|
||||
|
||||
// Heads up display
|
||||
Hud _hud;
|
||||
|
||||
Function _gameOverCallback;
|
||||
|
||||
GameDemoWorld(App app, this._navigator, ImageMap images, this._spriteSheet, this._spriteSheetUI, this._sounds, this._gameOverCallback) : super(new Size(_gameSizeWidth, _gameSizeHeight)) {
|
||||
// Fetch images
|
||||
_imgNebula = images["assets/nebula.png"];
|
||||
|
||||
_gameLayer = new Node();
|
||||
this.addChild(_gameLayer);
|
||||
// Add ship
|
||||
addShip();
|
||||
|
||||
// Add background
|
||||
Sprite sprtBackground = new Sprite.fromImage(images["assets/starfield.png"]);
|
||||
sprtBackground.position = new Point(512.0, 512.0);
|
||||
sprtBackground.zPosition = -3.0;
|
||||
addChild(sprtBackground);
|
||||
|
||||
// Add starfield
|
||||
_starField = new StarField(_spriteSheet, _numStarsInStarField);
|
||||
_starField.zPosition = -2.0;
|
||||
addChild(_starField);
|
||||
|
||||
// Add nebula
|
||||
addNebula();
|
||||
|
||||
userInteractionEnabled = true;
|
||||
handleMultiplePointers = true;
|
||||
|
||||
_hud = new Hud(_spriteSheetUI);
|
||||
_hud.zPosition = 1000.0;
|
||||
addChild(_hud);
|
||||
|
||||
// Setup level
|
||||
setupLevel(0);
|
||||
}
|
||||
|
||||
void setupLevel(int level) {
|
||||
int numLargeAsteroids = 5 + level * 2;
|
||||
int numMediumAsteroids = 5 + level * 2;
|
||||
|
||||
// Add some asteroids to the game world
|
||||
for (int i = 0; i < numLargeAsteroids; i++) {
|
||||
addAsteroid(AsteroidSize.large);
|
||||
}
|
||||
for (int i = 0; i < numMediumAsteroids; i++) {
|
||||
addAsteroid(AsteroidSize.medium);
|
||||
}
|
||||
|
||||
_numFrames = 0;
|
||||
_shield.visible = true;
|
||||
}
|
||||
|
||||
// Methods for adding game objects
|
||||
|
||||
void addAsteroid(AsteroidSize size, [Point pos]) {
|
||||
Asteroid asteroid = new Asteroid(_spriteSheet, size);
|
||||
asteroid.zPosition = 1.0;
|
||||
if (pos != null) asteroid.position = pos;
|
||||
_gameLayer.addChild(asteroid);
|
||||
_asteroids.add(asteroid);
|
||||
|
||||
// Animate asteroid into the scene
|
||||
Action action = new ActionTween((a) => asteroid.scale = a, 0.0, 1.0, 1.0, bounceOut);
|
||||
_gameLayer.actions.run(action);
|
||||
}
|
||||
|
||||
void addShip() {
|
||||
Ship ship = new Ship(_spriteSheet["ship.png"]);
|
||||
ship.zPosition = 10.0;
|
||||
_gameLayer.addChild(ship);
|
||||
_ship = ship;
|
||||
|
||||
_shield = new Sprite(_spriteSheet["shield.png"]);
|
||||
_shield.zPosition = 11.0;
|
||||
_shield.scale = 0.5;
|
||||
_shield.transferMode = sky.TransferMode.plus;
|
||||
_gameLayer.addChild(_shield);
|
||||
|
||||
Action rotate = new ActionRepeatForever(new ActionTween((a) => _shield.rotation = a, 0.0, 360.0, 1.0));
|
||||
actions.run(rotate);
|
||||
}
|
||||
|
||||
void addLaser() {
|
||||
Laser laser = new Laser(_spriteSheet["laser.png"], _ship);
|
||||
laser.zPosition = 8.0;
|
||||
laser.constrainProportions = true;
|
||||
_lasers.add(laser);
|
||||
_gameLayer.addChild(laser);
|
||||
|
||||
_soundPool.play(_sounds["laser"]);
|
||||
}
|
||||
|
||||
void addNebula() {
|
||||
_nebula = new Nebula.withImage(_imgNebula);
|
||||
_gameLayer.addChild(_nebula);
|
||||
}
|
||||
|
||||
void addExplosion(AsteroidSize asteroidSize, Point position) {
|
||||
Node explosionNode = new Node();
|
||||
|
||||
// Add particles
|
||||
ParticleSystem particlesDebris = new ParticleSystem(
|
||||
_spriteSheet["explosion_particle.png"],
|
||||
rotateToMovement: true,
|
||||
startRotation:90.0,
|
||||
startRotationVar: 0.0,
|
||||
endRotation: 90.0,
|
||||
startSize: 0.3,
|
||||
startSizeVar: 0.1,
|
||||
endSize: 0.3,
|
||||
endSizeVar: 0.1,
|
||||
numParticlesToEmit: 25,
|
||||
emissionRate:1000.0,
|
||||
greenVar: 127,
|
||||
redVar: 127
|
||||
);
|
||||
particlesDebris.zPosition = 1010.0;
|
||||
explosionNode.addChild(particlesDebris);
|
||||
|
||||
ParticleSystem particlesFire = new ParticleSystem(
|
||||
_spriteSheet["fire_particle.png"],
|
||||
colorSequence: new ColorSequence([new Color(0xffffff33), new Color(0xffff3333), new Color(0x00ff3333)], [0.0, 0.5, 1.0]),
|
||||
numParticlesToEmit: 25,
|
||||
emissionRate: 1000.0,
|
||||
startSize: 0.5,
|
||||
startSizeVar: 0.1,
|
||||
endSize: 0.5,
|
||||
endSizeVar: 0.1,
|
||||
posVar: new Point(10.0, 10.0),
|
||||
speed: 10.0,
|
||||
speedVar: 5.0
|
||||
);
|
||||
particlesFire.zPosition = 1011.0;
|
||||
explosionNode.addChild(particlesFire);
|
||||
|
||||
|
||||
// Add ring
|
||||
Sprite sprtRing = new Sprite(_spriteSheet["explosion_ring.png"]);
|
||||
sprtRing.transferMode = sky.TransferMode.plus;
|
||||
explosionNode.addChild(sprtRing);
|
||||
|
||||
Action scale = new ActionTween( (a) => sprtRing.scale = a, 0.2, 1.0, 1.5);
|
||||
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtRing)]);
|
||||
Action fade = new ActionTween( (a) => sprtRing.opacity = a, 1.0, 0.0, 1.5);
|
||||
actions.run(scaleAndRemove);
|
||||
actions.run(fade);
|
||||
|
||||
// Add streaks
|
||||
for (int i = 0; i < 5; i++) {
|
||||
Sprite sprtFlare = new Sprite(_spriteSheet["explosion_flare.png"]);
|
||||
sprtFlare.pivot = new Point(0.3, 1.0);
|
||||
sprtFlare.scaleX = 0.3;
|
||||
sprtFlare.transferMode = sky.TransferMode.plus;
|
||||
sprtFlare.rotation = _rand.nextDouble() * 360.0;
|
||||
explosionNode.addChild(sprtFlare);
|
||||
|
||||
double multiplier = _rand.nextDouble() * 0.3 + 1.0;
|
||||
|
||||
Action scale = new ActionTween( (a) => sprtFlare.scaleY = a, 0.3 * multiplier, 0.8, 1.5 * multiplier);
|
||||
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtFlare)]);
|
||||
Action fadeIn = new ActionTween( (a) => sprtFlare.opacity = a, 0.0, 1.0, 0.5 * multiplier);
|
||||
Action fadeOut = new ActionTween( (a) => sprtFlare.opacity = a, 1.0, 0.0, 1.0 * multiplier);
|
||||
Action fadeInOut = new ActionSequence([fadeIn, fadeOut]);
|
||||
actions.run(scaleAndRemove);
|
||||
actions.run(fadeInOut);
|
||||
}
|
||||
|
||||
explosionNode.position = position;
|
||||
explosionNode.zPosition = 1010.0;
|
||||
|
||||
if (asteroidSize == AsteroidSize.large) {
|
||||
explosionNode.scale = 1.5;
|
||||
}
|
||||
|
||||
_gameLayer.addChild(explosionNode);
|
||||
|
||||
_soundPool.play(_sounds["explosion"]);
|
||||
}
|
||||
|
||||
void update(double dt) {
|
||||
// Move asteroids
|
||||
for (Asteroid asteroid in _asteroids) {
|
||||
asteroid.position = pointAdd(asteroid.position, asteroid._movementVector);
|
||||
}
|
||||
|
||||
// Move lasers and remove expired lasers
|
||||
for (int i = _lasers.length - 1; i >= 0; i--) {
|
||||
Laser laser = _lasers[i];
|
||||
laser.move();
|
||||
if (laser._frameCount > _lifeTimeLaser) {
|
||||
laser.removeFromParent();
|
||||
_lasers.removeAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
// Apply thrust to ship
|
||||
if (_joystickX != 0.0 || _joystickY != 0.0) {
|
||||
_ship.thrust(_joystickX, _joystickY);
|
||||
}
|
||||
|
||||
// Move ship
|
||||
_ship.move();
|
||||
_shield.position = _ship.position;
|
||||
|
||||
// Check collisions between asteroids and lasers
|
||||
for (int i = _lasers.length -1; i >= 0; i--) {
|
||||
// Iterate over all the lasers
|
||||
Laser laser = _lasers[i];
|
||||
|
||||
for (int j = _asteroids.length - 1; j >= 0; j--) {
|
||||
// Iterate over all the asteroids
|
||||
Asteroid asteroid = _asteroids[j];
|
||||
|
||||
// Check for collision
|
||||
if (pointQuickDist(laser.position, asteroid.position) < laser.radius + asteroid.radius) {
|
||||
// Remove laser
|
||||
laser.removeFromParent();
|
||||
_lasers.removeAt(i);
|
||||
|
||||
// Add asteroids and explosions
|
||||
if (asteroid._asteroidSize == AsteroidSize.large) {
|
||||
for (int a = 0; a < 3; a++) addAsteroid(AsteroidSize.medium, asteroid.position);
|
||||
}
|
||||
else if (asteroid._asteroidSize == AsteroidSize.medium) {
|
||||
for (int a = 0; a < 5; a++) addAsteroid(AsteroidSize.small, asteroid.position);
|
||||
}
|
||||
|
||||
addExplosion(asteroid._asteroidSize, asteroid.position);
|
||||
|
||||
// Remove asteroid
|
||||
asteroid.removeFromParent();
|
||||
_asteroids.removeAt(j);
|
||||
|
||||
// Scoring
|
||||
if (asteroid._asteroidSize == AsteroidSize.large)
|
||||
addScore(100);
|
||||
else if (asteroid._asteroidSize == AsteroidSize.medium)
|
||||
addScore(50);
|
||||
else
|
||||
addScore(10);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check collisions between asteroids and ship
|
||||
if (_numFrames > _numFramesShieldActive) {
|
||||
// Shield is no longer active
|
||||
|
||||
for (int i = _asteroids.length - 1; i >= 0; i--) {
|
||||
// Iterate over all the asteroids
|
||||
Asteroid asteroid = _asteroids[i];
|
||||
|
||||
if (pointQuickDist(asteroid.position, _ship.position) < asteroid.radius + _ship.radius) {
|
||||
killShip();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move objects to center camera and warp objects around the edges
|
||||
centerCamera();
|
||||
warpObjects();
|
||||
|
||||
// Check for level up
|
||||
if (_asteroids.length == 0) {
|
||||
_currentLevel++;
|
||||
setupLevel(_currentLevel);
|
||||
}
|
||||
|
||||
// Update shield
|
||||
if (_numFrames > _numFramesShieldActive) _shield.visible = false;
|
||||
else if (_numFrames > _numFramesShieldActive - _numFramesShieldFlickers) _shield.visible = !_shield.visible;
|
||||
|
||||
// Check for exit back to main screen
|
||||
if (_isGameOver && _numFrames - _gameOverFrame == 60) {
|
||||
_navigator.pop();
|
||||
}
|
||||
|
||||
_numFrames++;
|
||||
}
|
||||
|
||||
void centerCamera() {
|
||||
const cameraDampening = 0.1;
|
||||
Point delta = new Point(_gameSizeWidth/2 - _ship.position.x, _gameSizeHeight/2 - _ship.position.y);
|
||||
delta = pointMult(delta, cameraDampening);
|
||||
|
||||
for (Node child in _gameLayer.children) {
|
||||
child.position = pointAdd(child.position, delta);
|
||||
}
|
||||
|
||||
// Update starfield
|
||||
_starField.move(delta.x, delta.y);
|
||||
}
|
||||
|
||||
void warpObjects() {
|
||||
for (Node child in _gameLayer.children) {
|
||||
if (child.position.x < 0) child.position = pointAdd(child.position, new Point(_gameSizeWidth, 0.0));
|
||||
if (child.position.x >= _gameSizeWidth) child.position = pointAdd(child.position, new Point(-_gameSizeWidth, 0.0));
|
||||
if (child.position.y < 0) child.position = pointAdd(child.position, new Point(0.0, _gameSizeHeight));
|
||||
if (child.position.y >= _gameSizeHeight) child.position = pointAdd(child.position, new Point(0.0, -_gameSizeHeight));
|
||||
}
|
||||
}
|
||||
|
||||
void killShip() {
|
||||
if (_isGameOver) return;
|
||||
|
||||
// Set game over
|
||||
_isGameOver = true;
|
||||
_gameOverFrame = _numFrames;
|
||||
_gameOverCallback(_hud.score);
|
||||
|
||||
// Remove the ship
|
||||
_ship.visible = false;
|
||||
|
||||
// Add an explosion
|
||||
addExplosion(AsteroidSize.large, _ship.position);
|
||||
}
|
||||
|
||||
// Handling controls
|
||||
|
||||
void controlSteering(double x, double y) {
|
||||
// Reset controls if it's game over
|
||||
if (_isGameOver) {
|
||||
x = y = 0.0;
|
||||
}
|
||||
|
||||
_joystickX = x;
|
||||
_joystickY = y;
|
||||
}
|
||||
|
||||
void controlFire() {
|
||||
// Don't shoot if it's game over
|
||||
if (_isGameOver) return;
|
||||
|
||||
addLaser();
|
||||
}
|
||||
|
||||
// Handle pointer events
|
||||
|
||||
int _firstPointer = -1;
|
||||
int _secondPointer = -1;
|
||||
Point _firstPointerDownPos;
|
||||
|
||||
bool handleEvent(SpriteBoxEvent event) {
|
||||
|
||||
Point pointerPos = convertPointToNodeSpace(event.boxPosition);
|
||||
int pointer = event.pointer;
|
||||
|
||||
switch (event.type) {
|
||||
case 'pointerdown':
|
||||
if (_firstPointer == -1) {
|
||||
// Assign the first pointer
|
||||
_firstPointer = pointer;
|
||||
_firstPointerDownPos = pointerPos;
|
||||
}
|
||||
else if (_secondPointer == -1) {
|
||||
// Assign second pointer
|
||||
_secondPointer = pointer;
|
||||
controlFire();
|
||||
}
|
||||
else {
|
||||
// There is a pointer used for steering, let's fire instead
|
||||
controlFire();
|
||||
}
|
||||
break;
|
||||
case 'pointermove':
|
||||
if (pointer == _firstPointer) {
|
||||
// Handle turning control
|
||||
double joystickX = 0.0;
|
||||
double deltaX = pointerPos.x - _firstPointerDownPos.x;
|
||||
if (deltaX > _steeringThreshold || deltaX < -_steeringThreshold) {
|
||||
joystickX = (deltaX - _steeringThreshold)/(_steeringMax - _steeringThreshold);
|
||||
if (joystickX > 1.0) joystickX = 1.0;
|
||||
if (joystickX < -1.0) joystickX = -1.0;
|
||||
}
|
||||
|
||||
double joystickY = 0.0;
|
||||
double deltaY = pointerPos.y - _firstPointerDownPos.y;
|
||||
if (deltaY > _steeringThreshold || deltaY < -_steeringThreshold) {
|
||||
joystickY = (deltaY - _steeringThreshold)/(_steeringMax - _steeringThreshold);
|
||||
if (joystickY > 1.0) joystickY = 1.0;
|
||||
if (joystickY < -1.0) joystickY = -1.0;
|
||||
}
|
||||
|
||||
controlSteering(joystickX, joystickY);
|
||||
}
|
||||
break;
|
||||
case 'pointerup':
|
||||
case 'pointercancel':
|
||||
if (pointer == _firstPointer) {
|
||||
// Un-assign the first pointer
|
||||
_firstPointer = -1;
|
||||
_firstPointerDownPos = null;
|
||||
controlSteering(0.0, 0.0);
|
||||
}
|
||||
else if (pointer == _secondPointer) {
|
||||
_secondPointer = -1;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Scoring and HUD
|
||||
void addScore(int score) {
|
||||
_hud.score += score;
|
||||
}
|
||||
}
|
||||
|
||||
// Game objects
|
||||
|
||||
enum AsteroidSize {
|
||||
small,
|
||||
medium,
|
||||
large,
|
||||
}
|
||||
|
||||
class Asteroid extends Sprite {
|
||||
Point _movementVector;
|
||||
AsteroidSize _asteroidSize;
|
||||
double _radius;
|
||||
|
||||
double get radius {
|
||||
if (_radius != null) return _radius;
|
||||
if (_asteroidSize == AsteroidSize.small) _radius = _smlAsteroidRadius;
|
||||
else if (_asteroidSize == AsteroidSize.medium) _radius = _medAsteroidRadius;
|
||||
else if (_asteroidSize == AsteroidSize.large) _radius = _lrgAsteroidRadius;
|
||||
return _radius;
|
||||
}
|
||||
|
||||
Asteroid(SpriteSheet spriteSheet, AsteroidSize this._asteroidSize) {
|
||||
size = new Size(radius * 2.0, radius * 2.0);
|
||||
position = new Point(_gameSizeWidth * _rand.nextDouble(), _gameSizeHeight * _rand.nextDouble());
|
||||
rotation = 360.0 * _rand.nextDouble();
|
||||
|
||||
if (_asteroidSize == AsteroidSize.small) {
|
||||
texture = spriteSheet["asteroid_small_${_rand.nextInt(2)}.png"];
|
||||
} else {
|
||||
texture = spriteSheet["asteroid_big_${_rand.nextInt(2)}.png"];
|
||||
}
|
||||
|
||||
_movementVector = new Point(_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed,
|
||||
_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed);
|
||||
|
||||
userInteractionEnabled = true;
|
||||
|
||||
// Rotate forever
|
||||
double direction = (_rand.nextBool()) ? 360.0 : -360.0;
|
||||
ActionTween rot = new ActionTween( (a) => rotation = a, 0.0, direction, 2.0 * _rand.nextDouble() + 2.0);
|
||||
ActionRepeatForever repeat = new ActionRepeatForever(rot);
|
||||
actions.run(repeat);
|
||||
}
|
||||
|
||||
bool handleEvent(SpriteBoxEvent event) {
|
||||
if (event.type == "pointerdown") {
|
||||
actions.stopWithTag("fade");
|
||||
colorOverlay = new Color(0x99ffffff);
|
||||
}
|
||||
else if (event.type == "pointerup") {
|
||||
// Fade out the color overlay
|
||||
Action fadeOut = new ActionTween((a) => this.colorOverlay = a, new Color(0x99ffffff), new Color(0x00ffffff), 1.0);
|
||||
Action fadeOutAndRemove = new ActionSequence([fadeOut, new ActionCallFunction(() => this.colorOverlay = null)]);
|
||||
actions.run(fadeOutAndRemove, "fade");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
class Ship extends Sprite {
|
||||
Vector2 _movementVector;
|
||||
double _rotationTarget;
|
||||
double radius = _shipRadius;
|
||||
|
||||
Ship(Texture img) : super(img) {
|
||||
_movementVector = new Vector2.zero();
|
||||
rotation = _rotationTarget = 270.0;
|
||||
|
||||
// Create sprite
|
||||
size = new Size(_shipRadius * 2.0, _shipRadius * 2.0);
|
||||
position = new Point(_gameSizeWidth/2.0, _gameSizeHeight/2.0);
|
||||
}
|
||||
|
||||
void thrust(double x, double y) {
|
||||
_rotationTarget = convertRadians2Degrees(Math.atan2(y, x));
|
||||
Vector2 directionVector = new Vector2(x, y).normalize();
|
||||
_movementVector.addScaled(directionVector, 1.0);
|
||||
}
|
||||
|
||||
void move() {
|
||||
position = new Point(position.x + _movementVector[0], position.y + _movementVector[1]);
|
||||
_movementVector.scale(0.9);
|
||||
|
||||
rotation = dampenRotation(rotation, _rotationTarget, 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
class Laser extends Sprite {
|
||||
int _frameCount = 0;
|
||||
Point _movementVector;
|
||||
double radius = 20.0;
|
||||
|
||||
Laser(Texture img, Ship ship) : super(img) {
|
||||
size = new Size(30.0, 30.0);
|
||||
position = ship.position;
|
||||
rotation = ship.rotation + 90.0;
|
||||
transferMode = sky.TransferMode.plus;
|
||||
double rotRadians = convertDegrees2Radians(rotation);
|
||||
_movementVector = pointMult(new Point(Math.sin(rotRadians), -Math.cos(rotRadians)), 10.0);
|
||||
_movementVector = new Point(_movementVector.x + ship._movementVector[0], _movementVector.y + ship._movementVector[1]);
|
||||
}
|
||||
|
||||
void move() {
|
||||
position = pointAdd(position, _movementVector);
|
||||
_frameCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// Background starfield
|
||||
|
||||
class StarField extends NodeWithSize {
|
||||
sky.Image _image;
|
||||
int _numStars;
|
||||
bool _autoScroll;
|
||||
List<Point> _starPositions;
|
||||
List<double> _starScales;
|
||||
List<Rect> _rects;
|
||||
List<Color> _colors;
|
||||
Paint _paint = new Paint()
|
||||
..setFilterQuality(sky.FilterQuality.low)
|
||||
..isAntiAlias = false
|
||||
..setTransferMode(sky.TransferMode.plus);
|
||||
|
||||
StarField(SpriteSheet spriteSheet, this._numStars, [this._autoScroll = false]) : super(new Size(1024.0, 1024.0)) {
|
||||
_starPositions = [];
|
||||
_starScales = [];
|
||||
_colors = [];
|
||||
_rects = [];
|
||||
|
||||
for (int i = 0; i < _numStars; i++) {
|
||||
_starPositions.add(new Point(_rand.nextDouble() * _gameSizeWidth, _rand.nextDouble() * _gameSizeHeight));
|
||||
_starScales.add(_rand.nextDouble());
|
||||
_colors.add(new Color.fromARGB((255.0 * (_rand.nextDouble() * 0.5 + 0.5)).toInt(), 255, 255, 255));
|
||||
_rects.add(spriteSheet["star_${_rand.nextInt(2)}.png"].frame);
|
||||
}
|
||||
|
||||
_image = spriteSheet.image;
|
||||
}
|
||||
|
||||
void paint(PaintingCanvas canvas) {
|
||||
// Create a transform for each star
|
||||
List<sky.RSTransform> transforms = [];
|
||||
for (int i = 0; i < _numStars; i++) {
|
||||
sky.RSTransform transform = new sky.RSTransform(_starScales[i], 0.0, _starPositions[i].x, _starPositions[i].y);
|
||||
transforms.add(transform);
|
||||
}
|
||||
|
||||
// Draw the stars
|
||||
canvas.drawAtlas(_image, transforms, _rects, _colors, sky.TransferMode.modulate, null, _paint);
|
||||
}
|
||||
|
||||
void move(double dx, double dy) {
|
||||
for (int i = 0; i < _numStars; i++) {
|
||||
double xPos = _starPositions[i].x;
|
||||
double yPos = _starPositions[i].y;
|
||||
double scale = _starScales[i];
|
||||
|
||||
xPos += dx * scale;
|
||||
yPos += dy * scale;
|
||||
|
||||
if (xPos >= _gameSizeWidth) xPos -= _gameSizeWidth;
|
||||
if (xPos < 0) xPos += _gameSizeWidth;
|
||||
if (yPos >= _gameSizeHeight) yPos -= _gameSizeHeight;
|
||||
if (yPos < 0) yPos += _gameSizeHeight;
|
||||
|
||||
_starPositions[i] = new Point(xPos, yPos);
|
||||
}
|
||||
}
|
||||
|
||||
void update(double dt) {
|
||||
if (_autoScroll) {
|
||||
move(dt * 100.0, 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class Hud extends NodeWithSize {
|
||||
SpriteSheet spriteSheetUI;
|
||||
Sprite sprtBgScore;
|
||||
Sprite sprtBgShield;
|
||||
bool _dirtyScore = true;
|
||||
|
||||
int _score = 0;
|
||||
|
||||
int get score => _score;
|
||||
|
||||
set score(int score) {
|
||||
_score = score;
|
||||
_dirtyScore = true;
|
||||
}
|
||||
|
||||
Hud(this.spriteSheetUI) : super(Size.zero) {
|
||||
pivot = Point.origin;
|
||||
|
||||
sprtBgScore = new Sprite(spriteSheetUI["scoreboard.png"]);
|
||||
sprtBgScore.pivot = new Point(1.0, 0.0);
|
||||
sprtBgScore.scale = 0.6;
|
||||
addChild(sprtBgScore);
|
||||
|
||||
sprtBgShield = new Sprite(spriteSheetUI["bar_shield.png"]);
|
||||
sprtBgShield.pivot = Point.origin;
|
||||
sprtBgShield.scale = 0.6;
|
||||
// TODO: Add shield
|
||||
//addChild(sprtBgShield);
|
||||
}
|
||||
|
||||
void spriteBoxPerformedLayout() {
|
||||
// Set the size and position of HUD display
|
||||
position = spriteBox.visibleArea.topLeft;
|
||||
size = spriteBox.visibleArea.size;
|
||||
|
||||
// Position hud objects
|
||||
sprtBgShield.position = new Point(20.0, 20.0);
|
||||
sprtBgScore.position = new Point(size.width - 20.0, 20.0);
|
||||
}
|
||||
|
||||
void update(double dt) {
|
||||
// Update score
|
||||
if (_dirtyScore) {
|
||||
|
||||
sprtBgScore.removeAllChildren();
|
||||
|
||||
String scoreStr = _score.toString();
|
||||
double xPos = -50.0;
|
||||
for (int i = scoreStr.length - 1; i >= 0; i--) {
|
||||
String numStr = scoreStr.substring(i, i + 1);
|
||||
Sprite numSprt = new Sprite(spriteSheetUI["number_$numStr.png"]);
|
||||
numSprt.position = new Point(xPos, 49.0);
|
||||
sprtBgScore.addChild(numSprt);
|
||||
xPos -= 37.0;
|
||||
}
|
||||
_dirtyScore = false;
|
||||
}
|
||||
// Update power bar
|
||||
}
|
||||
}
|
||||
|
||||
class Nebula extends Node {
|
||||
|
||||
Nebula.withImage(sky.Image img) {
|
||||
for (int i = 0; i < 2; i++) {
|
||||
for (int j = 0; j < 2; j++) {
|
||||
Sprite sprt = new Sprite.fromImage(img);
|
||||
sprt.transferMode = sky.TransferMode.plus;
|
||||
sprt.pivot = Point.origin;
|
||||
sprt.position = new Point(i * _gameSizeWidth - _gameSizeWidth, j * _gameSizeHeight - _gameSizeHeight);
|
||||
addChild(sprt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Convenience methods
|
||||
|
||||
Point pointAdd(Point a, Point b) {
|
||||
return new Point(a.x+ b.x, a.y + b.y);
|
||||
}
|
||||
|
||||
Point pointMult(Point a, double multiplier) {
|
||||
return new Point(a.x * multiplier, a.y * multiplier);
|
||||
}
|
||||
|
||||
double dampenRotation(double src, double dst, double dampening) {
|
||||
double delta = dst - src;
|
||||
while (delta > 180.0) delta -= 360;
|
||||
while (delta < -180) delta += 360;
|
||||
delta *= dampening;
|
||||
|
||||
return src + delta;
|
||||
}
|
||||
|
||||
double pointQuickDist(Point a, Point b) {
|
||||
double dx = a.x - b.x;
|
||||
double dy = a.y - b.y;
|
||||
if (dx < 0.0) dx = -dx;
|
||||
if (dy < 0.0) dy = -dy;
|
||||
if (dx > dy) {
|
||||
return dx + dy/2.0;
|
||||
}
|
||||
else {
|
||||
return dy + dx/2.0;
|
||||
}
|
||||
}
|
@ -77,10 +77,19 @@ main() async {
|
||||
class GameDemoApp extends App {
|
||||
|
||||
NavigationState _navigationState;
|
||||
GameDemoWorld _game;
|
||||
NodeWithSize _game;
|
||||
int _lastScore = 0;
|
||||
|
||||
void initState() {
|
||||
// _game = new GameDemoNode(
|
||||
// _imageMap,
|
||||
// _spriteSheet,
|
||||
// _spriteSheetUI,
|
||||
// _sounds,
|
||||
// (lastScore) {
|
||||
// setState(() {_lastScore = lastScore;});
|
||||
// });
|
||||
|
||||
_navigationState = new NavigationState([
|
||||
new Route(
|
||||
name: '/',
|
||||
@ -112,24 +121,23 @@ class GameDemoApp extends App {
|
||||
}
|
||||
|
||||
Widget _buildGameScene(navigator, route) {
|
||||
return new SpriteWidget(_game);
|
||||
return new SpriteWidget(_game, SpriteBoxTransformMode.fixedWidth);
|
||||
}
|
||||
|
||||
Widget _buildMainScene(navigator, route) {
|
||||
return new Stack([
|
||||
new SpriteWidget(new MainScreenBackground()),
|
||||
new SpriteWidget(new MainScreenBackground(), SpriteBoxTransformMode.fixedWidth),
|
||||
new Flex([
|
||||
new TextureButton(
|
||||
onPressed: () {
|
||||
_game = new GameDemoWorld(
|
||||
_app,
|
||||
navigator,
|
||||
_game = new GameDemoNode(
|
||||
_imageMap,
|
||||
_spriteSheet,
|
||||
_spriteSheetUI,
|
||||
_sounds,
|
||||
(lastScore) {
|
||||
setState(() {_lastScore = lastScore;});
|
||||
navigator.pop();
|
||||
}
|
||||
);
|
||||
navigator.pushNamed('/game');
|
||||
@ -243,14 +251,19 @@ class _TextureButtonToken {
|
||||
}
|
||||
|
||||
class MainScreenBackground extends NodeWithSize {
|
||||
MainScreenBackground() : super(new Size(1024.0, 1024.0)) {
|
||||
Sprite sprtBackground = new Sprite.fromImage(_imageMap['assets/starfield.png']);
|
||||
sprtBackground.position = new Point(512.0, 512.0);
|
||||
addChild(sprtBackground);
|
||||
MainScreenBackground() : super(new Size(320.0, 320.0)) {
|
||||
// Sprite sprtBackground = new Sprite.fromImage(_imageMap['assets/starfield.png']);
|
||||
// sprtBackground.position = new Point(160.0, 160.0);
|
||||
// addChild(sprtBackground);
|
||||
|
||||
assert(_spriteSheet.image != null);
|
||||
|
||||
StarField starField = new StarField(_spriteSheet, 200, true);
|
||||
addChild(starField);
|
||||
}
|
||||
|
||||
void paint(PaintingCanvas canvas) {
|
||||
canvas.drawRect(new Rect.fromLTWH(0.0, 0.0, 320.0, 320.0), new Paint()..color=new Color(0xff000000));
|
||||
super.paint(canvas);
|
||||
}
|
||||
}
|
||||
|
@ -76,6 +76,25 @@ class Node {
|
||||
return _actions;
|
||||
}
|
||||
|
||||
List<Constraint> _constraints;
|
||||
|
||||
List<Constraint> get constraints {
|
||||
return _constraints;
|
||||
}
|
||||
|
||||
set constraints(List<Constraint> constraints) {
|
||||
_constraints = constraints;
|
||||
if (_spriteBox != null) _spriteBox._constrainedNodes = null;
|
||||
}
|
||||
|
||||
void applyConstraints(double dt) {
|
||||
if (_constraints == null) return;
|
||||
|
||||
for (Constraint constraint in _constraints) {
|
||||
constraint.constrain(this, dt);
|
||||
}
|
||||
}
|
||||
|
||||
// Constructors
|
||||
|
||||
/// Creates a new [Node] without any transformation.
|
||||
|
@ -74,6 +74,8 @@ class SpriteBox extends RenderBox {
|
||||
|
||||
List<ActionController> _actionControllers;
|
||||
|
||||
List<Node> _constrainedNodes;
|
||||
|
||||
Rect _visibleArea;
|
||||
|
||||
Rect get visibleArea {
|
||||
@ -139,11 +141,13 @@ class SpriteBox extends RenderBox {
|
||||
_registerNode(Node node) {
|
||||
_actionControllers = null;
|
||||
_eventTargets = null;
|
||||
if (node == null || node.constraints != null) _constrainedNodes = null;
|
||||
}
|
||||
|
||||
_deregisterNode(Node node) {
|
||||
_actionControllers = null;
|
||||
_eventTargets = null;
|
||||
if (node == null || node.constraints != null) _constrainedNodes = null;
|
||||
}
|
||||
|
||||
// Event handling
|
||||
@ -353,8 +357,10 @@ class SpriteBox extends RenderBox {
|
||||
|
||||
_frameRate = 1.0/delta;
|
||||
|
||||
_callConstraintsPreUpdate(delta);
|
||||
_runActions(delta);
|
||||
_callUpdate(_rootNode, delta);
|
||||
_callConstraintsConstrain(delta);
|
||||
|
||||
// Schedule next update
|
||||
_scheduleTick();
|
||||
@ -392,6 +398,42 @@ class SpriteBox extends RenderBox {
|
||||
}
|
||||
}
|
||||
|
||||
void _callConstraintsPreUpdate(double dt) {
|
||||
if (_constrainedNodes == null) {
|
||||
_constrainedNodes = [];
|
||||
_addConstrainedNodes(_rootNode, _constrainedNodes);
|
||||
}
|
||||
|
||||
for (Node node in _constrainedNodes) {
|
||||
for (Constraint constraint in node.constraints) {
|
||||
constraint.preUpdate(node, dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void _callConstraintsConstrain(double dt) {
|
||||
if (_constrainedNodes == null) {
|
||||
_constrainedNodes = [];
|
||||
_addConstrainedNodes(_rootNode, _constrainedNodes);
|
||||
}
|
||||
|
||||
for (Node node in _constrainedNodes) {
|
||||
for (Constraint constraint in node.constraints) {
|
||||
constraint.constrain(node, dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void _addConstrainedNodes(Node node, List<Node> nodes) {
|
||||
if (node._constraints != null && node._constraints.length > 0) {
|
||||
nodes.add(node);
|
||||
}
|
||||
|
||||
for (Node child in node.children) {
|
||||
_addConstrainedNodes(child, nodes);
|
||||
}
|
||||
}
|
||||
|
||||
void _callSpriteBoxPerformedLayout(Node node) {
|
||||
node.spriteBoxPerformedLayout();
|
||||
for (Node child in node.children) {
|
||||
|
@ -22,6 +22,8 @@ import 'package:sky_services/media/media.mojom.dart';
|
||||
import 'package:vector_math/vector_math.dart';
|
||||
|
||||
part 'action.dart';
|
||||
part 'constraint.dart';
|
||||
part 'action_spline.dart';
|
||||
part 'color_secuence.dart';
|
||||
part 'image_map.dart';
|
||||
part 'layer.dart';
|
||||
|
@ -80,4 +80,21 @@ class GameMath {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static double pointQuickDist(Point a, Point b) {
|
||||
double dx = a.x - b.x;
|
||||
double dy = a.y - b.y;
|
||||
if (dx < 0.0) dx = -dx;
|
||||
if (dy < 0.0) dy = -dy;
|
||||
if (dx > dy) {
|
||||
return dx + dy/2.0;
|
||||
}
|
||||
else {
|
||||
return dy + dx/2.0;
|
||||
}
|
||||
}
|
||||
|
||||
static double filter (double a, double b, double filterFactor) {
|
||||
return (a * (1-filterFactor)) + b * filterFactor;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user