flutter/examples/game/lib/game_objects.dart
Hixie a6c473ea95 Strong modeify the examples
This makes skyanalyzer also check the examples, and fixes everything it
found there.
2015-10-23 18:13:25 -07:00

597 lines
14 KiB
Dart

part of game;
abstract class GameObject extends Node {
GameObject(this.f);
double radius = 0.0;
double removeLimit = 1280.0;
bool canDamageShip = true;
bool canBeDamaged = true;
bool canBeCollected = false;
double maxDamage = 3.0;
double damage = 0.0;
final GameObjectFactory f;
Paint _paintDebug = new Paint()
..color=new Color(0xffff0000)
..strokeWidth = 1.0
..style = ui.PaintingStyle.stroke;
bool collidingWith(GameObject obj) {
return (GameMath.distanceBetweenPoints(position, obj.position)
< radius + obj.radius);
}
void move() {
}
void removeIfOffscreen(double scroll) {
;
if (-position.y > scroll + removeLimit ||
-position.y < scroll - 50.0) {
removeFromParent();
}
}
void destroy() {
if (parent != null) {
Explosion explo = createExplosion();
if (explo != null) {
explo.position = position;
parent.addChild(explo);
}
Collectable powerUp = createPowerUp();
if (powerUp != null) {
f.addGameObject(powerUp, position);
}
removeFromParent();
}
}
void collect() {
removeFromParent();
}
void addDamage(double d) {
if (!canBeDamaged) return;
damage += d;
if (damage >= maxDamage) {
destroy();
f.playerState.score += (maxDamage * 10).ceil();
}
}
Explosion createExplosion() {
return null;
}
Collectable createPowerUp() {
return null;
}
void paint(PaintingCanvas canvas) {
if (_drawDebug) {
canvas.drawCircle(Point.origin, radius, _paintDebug);
}
super.paint(canvas);
}
void setupActions() {
}
}
class LevelLabel extends GameObject {
LevelLabel(GameObjectFactory f, int level) : super(f) {
canDamageShip = false;
canBeDamaged = false;
Label lbl = new Label(
"L E V E L $level",
new TextStyle(
textAlign: TextAlign.center,
color:new Color(0xffffffff),
fontSize: 24.0,
fontWeight: FontWeight.w600
));
addChild(lbl);
}
}
class Ship extends GameObject {
Ship(GameObjectFactory f) : super(f) {
// Add main ship sprite
_sprite = new Sprite(f.sheet["ship.png"]);
_sprite.scale = 0.3;
_sprite.rotation = -90.0;
addChild(_sprite);
_spriteShield = new Sprite(f.sheet["shield.png"]);
_spriteShield.scale = 0.35;
_spriteShield.transferMode = ui.TransferMode.plus;
addChild(_spriteShield);
radius = 20.0;
canBeDamaged = false;
canDamageShip = false;
// Set start position
position = new Point(0.0, 50.0);
}
Sprite _sprite;
Sprite _spriteShield;
void applyThrust(Point joystickValue, double scroll) {
Point oldPos = position;
Point target = new Point(joystickValue.x * 160.0, joystickValue.y * 220.0 - 250.0 - scroll);
double filterFactor = 0.2;
position = new Point(
GameMath.filter(oldPos.x, target.x, filterFactor),
GameMath.filter(oldPos.y, target.y, filterFactor));
}
void setupActions() {
ActionTween rotate = new ActionTween((double a) { _spriteShield.rotation = a; }, 0.0, 360.0, 1.0);
_spriteShield.actions.run(new ActionRepeatForever(rotate));
}
void update(double dt) {
// Update shield
if (f.playerState.shieldActive) {
if (f.playerState.shieldDeactivating)
_spriteShield.visible = !_spriteShield.visible;
else
_spriteShield.visible = true;
} else {
_spriteShield.visible = false;
}
}
}
class Laser extends GameObject {
double impact = 0.0;
final List<Color> laserColors = <Color>[
new Color(0xff95f4fb),
new Color(0xff5bff35),
new Color(0xffff886c),
new Color(0xffffd012),
new Color(0xfffd7fff)
];
Laser(GameObjectFactory f, int level, double r) : super(f) {
// Game object properties
radius = 10.0;
removeLimit = _gameSizeHeight + radius;
canDamageShip = false;
canBeDamaged = false;
impact = 1.0 + level * 0.5;
// Offset for movement
_offset = new Offset(
math.cos(radians(r)) * 8.0,
math.sin(radians(r)) * 8.0 - f.playerState.scrollSpeed);
// Drawing properties
rotation = r + 90.0;
int numLasers = level % 3 + 1;
Color laserColor = laserColors[(level ~/ 3) % laserColors.length];
// Add sprites
List<Sprite> sprites = <Sprite>[];
for (int i = 0; i < numLasers; i++) {
Sprite sprite = new Sprite(f.sheet["explosion_particle.png"]);
sprite.scale = 0.5;
sprite.colorOverlay = laserColor;
sprite.transferMode = ui.TransferMode.plus;
addChild(sprite);
sprites.add(sprite);
}
// Position the individual sprites
if (numLasers == 2) {
sprites[0].position = new Point(-3.0, 0.0);
sprites[1].position = new Point(3.0, 0.0);
} else if (numLasers == 3) {
sprites[0].position = new Point(-4.0, 0.0);
sprites[1].position = new Point(4.0, 0.0);
sprites[2].position = new Point(0.0, -2.0);
}
}
Offset _offset;
void move() {
position += _offset;
}
Explosion createExplosion() {
return new ExplosionMini(f.sheet);
}
}
Color colorForDamage(double damage, double maxDamage) {
int alpha = ((200.0 * damage) ~/ maxDamage).clamp(0, 200);
return new Color.fromARGB(alpha, 255, 3, 86);
}
abstract class Obstacle extends GameObject {
Obstacle(GameObjectFactory f) : super(f);
double explosionScale = 1.0;
Explosion createExplosion() {
SoundEffectPlayer.sharedInstance().play(f.sounds["explosion"]);
Explosion explo = new ExplosionBig(f.sheet);
explo.scale = explosionScale;
return explo;
}
}
abstract class Asteroid extends Obstacle {
Asteroid(GameObjectFactory f) : super(f);
Sprite _sprite;
void setupActions() {
// Rotate obstacle
int direction = 1;
if (randomBool()) direction = -1;
ActionTween rotate = new ActionTween(
(double a) { _sprite.rotation = a; },
0.0, 360.0 * direction, 5.0 + 5.0 * randomDouble());
_sprite.actions.run(new ActionRepeatForever(rotate));
}
set damage(double d) {
super.damage = d;
_sprite.colorOverlay = colorForDamage(d, maxDamage);
}
Collectable createPowerUp() {
return new Coin(f);
}
}
class AsteroidBig extends Asteroid {
AsteroidBig(GameObjectFactory f) : super(f) {
_sprite = new Sprite(f.sheet["asteroid_big_${randomInt(3)}.png"]);
_sprite.scale = 0.3;
radius = 25.0;
maxDamage = 5.0;
addChild(_sprite);
}
}
class AsteroidSmall extends Asteroid {
AsteroidSmall(GameObjectFactory f) : super(f) {
_sprite = new Sprite(f.sheet["asteroid_small_${randomInt(3)}.png"]);
_sprite.scale = 0.3;
radius = 12.0;
maxDamage = 3.0;
addChild(_sprite);
}
}
class AsteroidPowerUp extends AsteroidBig {
AsteroidPowerUp(GameObjectFactory f) : super(f);
Collectable createPowerUp() {
return new PowerUp(f, nextPowerUpType());
}
}
class EnemyScout extends Obstacle {
EnemyScout(GameObjectFactory f) : super(f) {
_sprite = new Sprite(f.sheet["enemy_scout_0.png"]);
_sprite.scale = 0.32;
radius = 12.0;
maxDamage = 1.0;
addChild(_sprite);
constraints = <Constraint>[new ConstraintRotationToMovement(dampening: 0.5)];
}
final double _swirlSpacing = 80.0;
_addRandomSquare(List<Offset> offsets, double x, double y) {
double xMove = (randomBool()) ? _swirlSpacing : -_swirlSpacing;
double yMove = (randomBool()) ? _swirlSpacing : -_swirlSpacing;
if (randomBool()) {
offsets.addAll(<Offset>[
new Offset(x, y),
new Offset(xMove + x, y),
new Offset(xMove + x, yMove + y),
new Offset(x, yMove + y),
new Offset(x, y)
]);
} else {
offsets.addAll(<Offset>[
new Offset(x, y),
new Offset(x, y + yMove),
new Offset(xMove + x, yMove + y),
new Offset(xMove + x, y),
new Offset(x, y)
]);
}
}
void setupActions() {
List<Offset> offsets = <Offset>[];
_addRandomSquare(offsets, -_swirlSpacing, 0.0);
_addRandomSquare(offsets, _swirlSpacing, 0.0);
offsets.add(new Offset(-_swirlSpacing, 0.0));
List<Point> points = <Point>[];
for (Offset offset in offsets) {
points.add(position + offset);
}
ActionSpline spline = new ActionSpline((Point a) => position = a, points, 6.0);
spline.tension = 0.7;
actions.run(new ActionRepeatForever(spline));
}
Collectable createPowerUp() {
return new Coin(f);
}
Sprite _sprite;
}
class EnemyDestroyer extends Obstacle {
EnemyDestroyer(GameObjectFactory f) : super(f) {
_sprite = new Sprite(f.sheet["enemy_destroyer_1.png"]);
_sprite.scale = 0.32;
radius = 24.0;
maxDamage = 4.0;
addChild(_sprite);
constraints = <Constraint>[new ConstraintRotationToNode(f.level.ship, dampening: 0.05)];
}
int _countDown = randomInt(120) + 240;
void setupActions() {
ActionCircularMove circle = new ActionCircularMove(
(Point a) { position = a; },
position, 40.0,
360.0 * randomDouble(),
randomBool(),
3.0);
actions.run(new ActionRepeatForever(circle));
}
Collectable createPowerUp() {
return new Coin(f);
}
void update(double dt) {
_countDown -= 1;
if (_countDown <= 0) {
// Shoot at player
EnemyLaser laser = new EnemyLaser(f, rotation, 5.0, new Color(0xffffe38e));
laser.position = position;
f.level.addChild(laser);
_countDown = 60 + randomInt(120);
}
}
set damage(double d) {
super.damage = d;
_sprite.colorOverlay = colorForDamage(d, maxDamage);
}
Sprite _sprite;
}
class EnemyLaser extends Obstacle {
EnemyLaser(GameObjectFactory f, double rotation, double speed, Color color) : super(f) {
_sprite = new Sprite(f.sheet["explosion_particle.png"]);
_sprite.scale = 0.5;
_sprite.rotation = rotation + 90;
_sprite.colorOverlay = color;
addChild(_sprite);
canDamageShip = true;
canBeDamaged = false;
double rad = radians(rotation);
_movement = new Offset(math.cos(rad) * speed, math.sin(rad) * speed);
}
Sprite _sprite;
Offset _movement;
void move() {
position += _movement;
}
}
class EnemyBoss extends Obstacle {
EnemyBoss(GameObjectFactory f) : super(f) {
radius = 48.0;
_sprite = new Sprite(f.sheet["enemy_destroyer_1.png"]);
_sprite.scale = 0.64;
addChild(_sprite);
maxDamage = 40.0;
constraints = <Constraint>[new ConstraintRotationToNode(f.level.ship, dampening: 0.05)];
_powerBar = new PowerBar(new Size(60.0, 10.0));
_powerBar.pivot = new Point(0.5, 0.5);
f.level.addChild(_powerBar);
_powerBar.constraints = <Constraint>[new ConstraintPositionToNode(
this,
dampening: 0.5,
offset: new Offset(0.0, -70.0)
)];
}
Sprite _sprite;
PowerBar _powerBar;
int _countDown = randomInt(120) + 240;
void update(double dt) {
_countDown -= 1;
if (_countDown <= 0) {
// Shoot at player
fire(10.0);
fire(0.0);
fire(-10.0);
_countDown = 60 + randomInt(120);
}
}
void fire(double r) {
r += rotation;
EnemyLaser laser = new EnemyLaser(f, r, 5.0, new Color(0xffffe38e));
double rad = radians(r);
Offset startOffset = new Offset(math.cos(rad) * 30.0, math.sin(rad) * 30.0);
laser.position = position + startOffset;
f.level.addChild(laser);
}
void setupActions() {
ActionOscillate oscillate = new ActionOscillate((Point a) { position = a; }, position, 120.0, 3.0);
actions.run(new ActionRepeatForever(oscillate));
}
void destroy() {
f.playerState.boss = null;
_powerBar.removeFromParent();
// Flash the screen
NodeWithSize screen = f.playerState.parent;
screen.addChild(new Flash(screen.size, 1.0));
super.destroy();
// Add coins
for (int i = 0; i < 20; i++) {
Coin coin = new Coin(f);
Point pos = new Point(
randomSignedDouble() * 160,
position.y + randomSignedDouble() * 160.0);
f.addGameObject(coin, pos);
}
}
Explosion createExplosion() {
ExplosionBig explo = new ExplosionBig(f.sheet);
explo.scale = 1.5;
return explo;
}
set damage(double d) {
super.damage = d;
_sprite.actions.stopAll();
_sprite.actions.run(new ActionTween(
(Color a) { _sprite.colorOverlay = a; },
new Color.fromARGB(180, 255, 3, 86),
new Color(0x00000000),
0.3
));
_powerBar.power = (1.0 - (damage / maxDamage)).clamp(0.0, 1.0);
}
}
class Collectable extends GameObject {
Collectable(GameObjectFactory f) : super(f) {
canDamageShip = false;
canBeDamaged = false;
canBeCollected = true;
zPosition = 20.0;
}
}
class Coin extends Collectable {
Coin(GameObjectFactory f) : super(f) {
_sprite = new Sprite(f.sheet["coin.png"]);
_sprite.scale = 0.7;
addChild(_sprite);
radius = 7.5;
}
void setupActions() {
// Rotate
ActionTween rotate = new ActionTween((double a) { _sprite.rotation = a; }, 0.0, 360.0, 1.0);
actions.run(new ActionRepeatForever(rotate));
// Fade in
ActionTween fadeIn = new ActionTween((double a) { _sprite.opacity = a; }, 0.0, 1.0, 0.6);
actions.run(fadeIn);
}
Sprite _sprite;
void collect() {
f.playerState.addCoin(this);
super.collect();
}
}
enum PowerUpType {
shield,
speedLaser,
sideLaser,
speedBoost,
}
List<PowerUpType> _powerUpTypes = new List<PowerUpType>.from(PowerUpType.values);
int _lastPowerUp = _powerUpTypes.length;
PowerUpType nextPowerUpType() {
if (_lastPowerUp >= _powerUpTypes.length) {
_powerUpTypes.shuffle();
_lastPowerUp = 0;
}
PowerUpType type = _powerUpTypes[_lastPowerUp];
_lastPowerUp++;
return type;
}
class PowerUp extends Collectable {
PowerUp(GameObjectFactory f, this.type) : super(f) {
_sprite = new Sprite(f.sheet["coin.png"]);
_sprite.scale = 1.2;
addChild(_sprite);
radius = 10.0;
}
Sprite _sprite;
PowerUpType type;
void setupActions() {
ActionTween rotate = new ActionTween((double a) { _sprite.rotation = a; }, 0.0, 360.0, 1.0);
actions.run(new ActionRepeatForever(rotate));
// Fade in
ActionTween fadeIn = new ActionTween((double a) { _sprite.opacity = a; }, 0.0, 1.0, 0.6);
actions.run(fadeIn);
}
void collect() {
f.playerState.activatePowerUp(type);
super.collect();
}
}