Flutter游戏开发插件gameolive的使用
Flutter游戏开发插件gameolive的使用
gameolive
是一个用于集成游戏并与GameOlive平台交互的插件。本文将详细介绍如何在Flutter应用中使用该插件。
开始使用
初始化插件
首先,确保你已经安装了gameolive
插件。在你的pubspec.yaml
文件中添加以下依赖:
dependencies:
flutter:
sdk: flutter
gameolive: ^版本号
然后运行flutter pub get
来获取依赖。
配置信息
在开始之前,你需要一些配置信息,包括clientId
、clientSecret
、operatorId
等。这些信息通常由GameOlive平台提供。
示例代码
以下是一个完整的示例代码,展示了如何在Flutter应用中使用gameolive
插件。
import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart';
import 'dart:async';
import 'package:flutter/services.dart';
import 'package:flutter_slidable/flutter_slidable.dart';
import 'package:gameolive/GameOliveView.dart';
import 'package:gameolive/GameOliveWindow.dart';
import 'package:gameolive/controllers/base/gameolive_game_controller.dart';
import 'package:gameolive/gameolive.dart';
import 'package:gameolive/models/config.dart';
import 'package:gameolive/models/game.dart';
import 'package:gameolive/models/gamesResponse.dart';
import 'package:gameolive/models/launchConfig.dart';
import 'package:gameolive/models/playerBalance.dart';
import 'package:gameolive/models/transaction.dart';
import 'package:gameolive/shared/playmode.dart';
import 'package:get/get.dart';
import 'custom_dialog_box.dart';
import 'game_dialog_box.dart';
const clientId = "fb_game_sa-4862d2b3-fb68-4963-b47b-beec6af422a5@05cc351f-dbd0-43af-aaaf-515ffaecdd34.gol";
const clientSecret = "abc1602937927739";
const operatorId = "5f8ae3cbc34272000af1f3bf";
const server = 'https://prod-platform-service-xrfoa2ko5q-em.a.run.app';
const static = 'https://static.luckybeetlegames.com';
const walletClientId = "wallet_manager-6f18a5bb-9b2e-4ed8-b7db-abf6465256f8@4e539d5f-4dd9-4518-8e67-49e401ea0b4b.gol";
const walletClientSecret = "gol1606078109162";
void main() {
runApp(const MyApp());
}
class MyApp extends StatefulWidget {
const MyApp({Key? key}) : super(key: key);
[@override](/user/override)
State<MyApp> createState() => _MyAppState();
}
class _MyAppState extends State<MyApp> {
final _scaffoldKey = GlobalKey<ScaffoldState>();
String _platformVersion = '未知';
final _gameolivePlugin = Gameolive();
List<Game>? _games;
LaunchConfig? inlineLaunchConfig;
PlayerBalance? _playerBalance;
String defaultPlayerId = "DEMO_USER";
String _playerId = "DEMO_USER";
String _playerToken = "";
final TextEditingController _txtPlayerUid = TextEditingController();
final TextEditingController _txtTransactionId = TextEditingController();
final TextEditingController _txtAmount = TextEditingController();
final TextEditingController _txtCurrency = TextEditingController();
final TextEditingController _txtCoins = TextEditingController();
final TextEditingController _txtRefernce = TextEditingController();
final TextEditingController _txtRemarks = TextEditingController();
[@override](/user/override)
void initState() {
super.initState();
initPlatformState();
initGameOlive();
}
// 平台消息异步执行,因此我们在异步方法中初始化。
Future<void> initPlatformState() async {
String platformVersion;
// 平台消息可能会失败,因此我们使用try/catch处理PlatformException。
// 我们还处理消息可能返回null的情况。
try {
platformVersion = await _gameolivePlugin.getPlatformVersion() ?? '未知平台版本';
} on PlatformException {
platformVersion = '获取平台版本失败。';
}
// 如果在异步平台消息飞行时小部件从树中移除,则我们想要丢弃回复而不是调用setState以更新我们的非存在的外观。
if (!mounted) return;
setState(() {
_platformVersion = platformVersion;
});
}
initGameOlive() async {
Config config = Config(
operatorId: operatorId,
clientId: clientId,
clientSecret: clientSecret,
server: server,
static: static);
List<Game>? games;
try {
await _gameolivePlugin.init(config); // 初始化库
GamesResponse gamesResponse = await _gameolivePlugin.getGames(10, 0, ''); // 获取前10个游戏
games = gamesResponse.games;
} on PlatformException {
// 记录异常并报告studio@gameolive.com
}
setState(() {
_games = games;
});
}
[@override](/user/override)
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(
title: const Text('插件示例应用'),
),
body: _games == null
? const Text('正在执行')
: _games!.isEmpty
? const Text(
'此平台上没有游戏可供选择')
: Column(
children: [
inlineLaunchConfig == null
? const SizedBox()
: SizedBox(
width: 720,
height: 220,
child: GameOliveWindow(
instance: _gameolivePlugin,
gameLaunchConfig: inlineLaunchConfig,
onRoundStarted: (started) => {
Get.snackbar(
"开始 $started",
"开始 $started",
icon: const Icon(Icons.person,
color: Colors.white),
snackPosition: SnackPosition.BOTTOM,
)
},
)),
const SizedBox(),
Flexible(
child: ListView.builder(
// 让ListView知道它需要构建多少项。
itemCount: _games!.length,
// 提供一个构建函数。这是魔法发生的地方。
// 根据项目的类型将其转换为小部件。
itemBuilder: (context, index) {
final item = _games![index];
return Slidable(
actionPane: const SlidableDrawerActionPane(),
actionExtentRatio: 0.25,
actions: <Widget>[
IconSlideAction(
caption: '游戏链接',
color: Colors.blue,
icon: Icons.archive,
onTap: () async {
LaunchConfig launchConfig = LaunchConfig();
launchConfig.server = server;
launchConfig.static = static;
launchConfig.operatorId = operatorId;
launchConfig.configId = item.configuration;
launchConfig.playerId = _playerId;
launchConfig.playerToken = _playerToken;
String gameLink = await _gameolivePlugin.getGameUrl(launchConfig);
Future.delayed(Duration.zero).then(
(value) => showDialog(
context: context,
builder: (BuildContext context) {
return CustomDialogBox(
title: "游戏链接",
descriptions: gameLink,
text: "关闭",
);
}),
);
},
),
IconSlideAction(
caption: '${_playerId == defaultPlayerId ? '注册玩家' : _playerId}: ${_playerBalance != null ? '${_playerBalance!.cash}|${_playerBalance!.currency}|${_playerBalance!.coin}' : ''}',
color: Colors.indigo,
icon: Icons.person_add,
onTap: () {
showDialog(
context: context,
builder: (BuildContext context) {
return Dialog(
shape: RoundedRectangleBorder(
borderRadius: BorderRadius.circular(
20.0)), //这个右下角
child: Padding(
padding: const EdgeInsets.all(12.0),
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
crossAxisAlignment: CrossAxisAlignment.start,
children: [
TextField(
decoration: const InputDecoration(
hintText: '玩家UID'),
controller: _txtPlayerUid,
),
SizedBox(
width: 320.0,
child: ElevatedButton(
onPressed: () async {
try {
String playerToken = await _gameolivePlugin.getPlayerToken(_txtPlayerUid.text, PlayMode.real);
Config walletConfig = Config(
operatorId: operatorId,
clientId: walletClientId,
clientSecret: walletClientSecret,
server: server,
static: static);
PlayerBalance pb = await _gameolivePlugin.getPlayerBalance(playerToken, _txtPlayerUid.text, PlayMode.real, walletConfig);
debugPrint("eddwdweded");
setState(() {
_playerId = _txtPlayerUid.text;
_playerToken = playerToken;
_playerBalance = pb;
});
} catch (ex) {
Get.snackbar(
'获取玩家令牌时出现异常!',
'获取玩家令牌时出现异常!',
icon: const Icon(Icons.person,
color: Colors.white),
snackPosition: SnackPosition.BOTTOM,
);
}
},
child: const Text(
"注册或登录玩家",
style: TextStyle(color: Colors.white),
),
),
),
Text('当前玩家: $_playerId'),
TextField(
decoration: const InputDecoration(
hintText: '交易UID'),
controller: _txtTransactionId,
),
TextField(
decoration: const InputDecoration(
hintText: '金额'),
controller: _txtAmount,
),
TextField(
decoration: const InputDecoration(
hintText: '货币'),
controller: _txtCurrency,
),
TextField(
decoration: const InputDecoration(
hintText: '硬币'),
controller: _txtCoins,
),
TextField(
decoration: const InputDecoration(
hintText: '参考'),
controller: _txtRefernce,
),
TextField(
decoration: const InputDecoration(
hintText: '备注'),
controller: _txtRemarks,
),
SizedBox(
width: 320.0,
child: ElevatedButton(
onPressed: () async {
try {
Transaction trx = Transaction(
uid: _txtTransactionId.text,
amount: double.parse(_txtAmount.text),
currency: _txtCurrency.text,
coins: int.parse(_txtCoins.text),
reference: _txtRefernce.text);
trx.remarks = _txtRemarks.text;
Config walletConfig = Config(
operatorId: operatorId,
clientId: walletClientId,
clientSecret: walletClientSecret,
server: server,
static: static);
var newTransaction = await _gameolivePlugin.depositToPlayerAccount(_playerId, trx, walletConfig);
setState(() {
_playerBalance = newTransaction;
});
} catch (ex) {
Get.snackbar(
'创建玩家交易时出现异常!',
'创建玩家交易时出现异常!',
icon: const Icon(Icons.person,
color: Colors.white),
snackPosition: SnackPosition.BOTTOM,
);
}
},
child: const Text(
"向玩家钱包存款",
style: TextStyle(color: Colors.white),
),
),
),
],
),
),
);
});
if (kDebugMode) {
print('分享');
}
},
),
],
secondaryActions: <Widget>[
IconSlideAction(
caption: '内联',
color: Colors.blue,
icon: Icons.more_horiz,
onTap: () async {
LaunchConfig launchConfig = LaunchConfig();
launchConfig.server = server;
launchConfig.static = static;
launchConfig.operatorId = operatorId;
launchConfig.configId = item.configuration;
launchConfig.playerId = _playerId;
launchConfig.playerToken = _playerToken;
setState(() {
inlineLaunchConfig = launchConfig;
});
},
),
IconSlideAction(
caption: '重定向',
color: Colors.black45,
icon: Icons.arrow_forward,
onTap: () {
LaunchConfig launchConfig = LaunchConfig();
launchConfig.server = server;
launchConfig.static = static;
launchConfig.operatorId = operatorId;
launchConfig.configId = item.configuration;
launchConfig.orientation = "landscape";
launchConfig.orientationOnExit = "landscape";
launchConfig.currency = "DEMO";
launchConfig.playerId = _playerId;
launchConfig.playerToken = _playerToken;
Navigator.push(
context,
MaterialPageRoute(
builder: (context) => GameOliveView(
instance: _gameolivePlugin,
launchConfig: launchConfig,
onGoToHome: (value) {
Navigator.pop(context);
},
onBalanceChange: (balace) {
debugPrint("余额更新");
},
onUserAchievementsUpdate: (achievements) {
debugPrint("成就更新");
},
onGameOliveWindowCreated: (GameOliveGameController gamecontroller) {
gamecontroller.openGameMenu();
}),
));
},
),
IconSlideAction(
caption: '对话框',
color: Colors.indigo,
icon: Icons.add_to_photos,
onTap: () {
LaunchConfig gameLaunchConfig = LaunchConfig();
gameLaunchConfig.server = server;
gameLaunchConfig.static = static;
gameLaunchConfig.operatorId = operatorId;
gameLaunchConfig.configId = item.configuration;
gameLaunchConfig.playerId = _playerId; // 玩家唯一ID
gameLaunchConfig.playerToken = _playerToken; // 玩家唯一令牌
showDialog(
context: context,
builder: (BuildContext context) {
return GameDialogBox(
instance: _gameolivePlugin,
gameLaunchConfig: gameLaunchConfig);
});
},
),
],
child: Container(
color: Colors.white,
child: ListTile(
leading: const Text('<'),
title: Text(item.title ?? ""),
trailing: const Text('滑动 >'),
subtitle: Column(
mainAxisAlignment: MainAxisAlignment.start,
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(item.configuration ?? ""),
Text('启用: ${item.enabled}'),
Text('标签: ${item.label}'),
Text('评分: ${item.rating}'),
Text('玩家数量: ${item.playerCount}'),
Text('描述: ${item.description}')
],
),
),
),
);
})),
],
)),
);
}
}
解释
-
导入必要的包:
import 'package:flutter/foundation.dart'; import 'package:flutter/material.dart'; import 'dart:async'; import 'package:flutter/services.dart'; import 'package:flutter_slidable/flutter_slidable.dart'; import 'package:gameolive/GameOliveView.dart'; import 'package:gameolive/GameOliveWindow.dart'; import 'package:gameolive/controllers/base/gameolive_game_controller.dart'; import 'package:gameolive/gameolive.dart'; import 'package:gameolive/models/config.dart'; import 'package:gameolive/models/game.dart'; import 'package:gameolive/models/gamesResponse.dart'; import 'package:gameolive/models/launchConfig.dart'; import 'package:gameolive/models/playerBalance.dart'; import 'package:gameolive/models/transaction.dart'; import 'package:gameolive/shared/playmode.dart'; import 'package:get/get.dart';
-
配置信息:
const clientId = "fb_game_sa-4862d2b3-fb68-4963-b47b-beec6af422a5@05cc351f-dbd0-43af-aaaf-515ffaecdd34.gol"; const clientSecret = "abc1602937927739"; const operatorId = "5f8ae3cbc34272000af1f3bf"; const server = 'https://prod-platform-service-xrfoa2ko5q-em.a.run.app'; const static = 'https://static.luckybeetlegames.com'; const walletClientId = "wallet_manager-6f18a5bb-9b2e-4ed8-b7db-abf6465256f8@4e539d5f-4dd9-4518-8e67-49e401ea0b4b.gol"; const walletClientSecret = "gol1606078109162";
-
初始化平台状态:
Future<void> initPlatformState() async { String platformVersion; try { platformVersion = await _gameolivePlugin.getPlatformVersion() ?? '未知平台版本'; } on PlatformException { platformVersion = '获取平台版本失败。'; } if (!mounted) return; setState(() { _platformVersion = platformVersion; }); }
-
初始化游戏橄榄插件:
initGameOlive() async { Config config = Config( operatorId: operatorId, clientId: clientId, clientSecret: clientSecret, server: server, static: static); List<Game>? games; try { await _gameolivePlugin.init(config); // 初始化库 GamesResponse gamesResponse = await _gameolivePlugin.getGames(10, 0, ''); // 获取前10个游戏 games = gamesResponse.games; } on PlatformException { // 记录异常并报告studio@gameolive.com } setState(() { _games = games; }); }
-
构建UI:
[@override](/user/override) Widget build(BuildContext context) { return MaterialApp( home: Scaffold( appBar: AppBar( title: const Text('插件示例应用'), ), body: _games == null ? const Text('正在执行') : _games!.isEmpty ? const Text('此平台上没有游戏可供选择') : Column( children: [ inlineLaunchConfig == null ? const SizedBox() : SizedBox( width: 720, height: 220, child: GameOliveWindow( instance: _gameolivePlugin, gameLaunchConfig: inlineLaunchConfig, onRoundStarted: (started) => { Get.snackbar( "开始 $started", "开始 $started", icon: const Icon(Icons.person, color: Colors.white), snackPosition: SnackPosition.BOTTOM, ) }, )), const SizedBox(), Flexible( child: ListView.builder( itemCount: _games!.length, itemBuilder: (context, index) { final item = _games![index]; return Slidable( actionPane: const SlidableDrawerActionPane(), actionExtentRatio: 0.25, actions: <Widget>[ IconSlideAction( caption: '游戏链接', color: Colors.blue, icon: Icons.archive, onTap: () async { LaunchConfig launchConfig = LaunchConfig(); launchConfig.server = server; launchConfig.static = static; launchConfig.operatorId = operatorId; launchConfig.configId = item.configuration; launchConfig.playerId = _playerId; launchConfig.playerToken = _playerToken; String gameLink = await _gameolivePlugin.getGameUrl(launchConfig); Future.delayed(Duration.zero).then( (value) => showDialog( context: context, builder: (BuildContext context) { return CustomDialogBox( title: "游戏链接", descriptions: gameLink, text: "关闭", ); }), ); }, ), IconSlideAction( caption: '${_playerId == defaultPlayerId ? '注册玩家' : _playerId}: ${_playerBalance != null ? '${_playerBalance!.cash}|${_playerBalance!.currency}|${_playerBalance!.coin}' : ''}', color: Colors.indigo, icon: Icons.person_add, onTap: () { showDialog( context: context, builder: (BuildContext context) { return Dialog( shape: RoundedRectangleBorder( borderRadius: BorderRadius.circular( 20.0)), //这个右下角 child: Padding( padding: const EdgeInsets.all(12.0), child: Column( mainAxisAlignment: MainAxisAlignment.center, crossAxisAlignment: CrossAxisAlignment.start, children: [ TextField( decoration: const InputDecoration( hintText: '玩家UID'), controller: _txtPlayerUid, ), SizedBox( width: 320.0, child: ElevatedButton( onPressed: () async { try { String playerToken = await _gameolivePlugin.getPlayerToken(_txtPlayerUid.text, PlayMode.real); Config walletConfig = Config( operatorId: operatorId, clientId: walletClientId, clientSecret: walletClientSecret, server: server, static: static); PlayerBalance pb = await _gameolivePlugin.getPlayerBalance(playerToken, _txtPlayerUid.text, PlayMode.real, walletConfig); debugPrint("eddwdweded"); setState(() { _playerId = _txtPlayerUid.text; _playerToken = playerToken; _playerBalance = pb; }); } catch (ex) { Get.snackbar( '获取玩家令牌时出现异常!', '获取玩家令牌时出现异常!', icon: const Icon(Icons.person, color: Colors.white), snackPosition: SnackPosition.BOTTOM, ); } }, child: const Text( "注册或登录玩家", style: TextStyle(color: Colors.white), ), ), ), Text('当前玩家: $_playerId'), TextField( decoration: const InputDecoration( hintText: '交易UID'), controller: _txtTransactionId, ), TextField( decoration: const InputDecoration( hintText: '金额'), controller: _txtAmount, ), TextField( decoration: const InputDecoration( hintText: '货币'), controller: _txtCurrency, ), TextField( decoration: const InputDecoration( hintText: '硬币'), controller: _txtCoins, ), TextField( decoration: const InputDecoration( hintText: '参考'), controller: _txtRefernce, ), TextField( decoration: const InputDecoration( hintText: '备注'), controller: _txtRemarks, ), SizedBox( width: 320.0, child: ElevatedButton( onPressed: () async { try { Transaction trx = Transaction( uid: _txtTransactionId.text, amount: double.parse(_txtAmount.text), currency: _txtCurrency.text, coins: int.parse(_txtCoins.text), reference: _txtRefernce.text); trx.remarks = _txtRemarks.text; Config walletConfig = Config( operatorId: operatorId, clientId: walletClientId, clientSecret: walletClientSecret, server: server, static: static); var newTransaction = await _gameolivePlugin.depositToPlayerAccount(_playerId, trx, walletConfig); setState(() { _playerBalance = newTransaction; }); } catch (ex) { Get.snackbar( '创建玩家交易时出现异常!', '创建玩家交易时出现异常!', icon: const Icon(Icons.person, color: Colors.white), snackPosition: SnackPosition.BOTTOM, ); } }, child: const Text( "向玩家钱包存款", style: TextStyle(color: Colors.white), ), ), ), ], ), ), ); }); if (kDebugMode) { print('分享'); } }, ), ], secondaryActions: <Widget>[ IconSlideAction( caption: '内联', color: Colors.blue, icon: Icons.more_horiz, onTap: () async { LaunchConfig launchConfig = LaunchConfig(); launchConfig.server = server; launchConfig.static = static; launchConfig.operatorId = operatorId; launchConfig.configId = item.configuration; launchConfig.playerId = _playerId; launchConfig.playerToken = _playerToken; setState(() { inlineLaunchConfig = launchConfig; }); }, ), IconSlideAction( caption: '重定向', color: Colors.black45, icon: Icons.arrow_forward, onTap: () { LaunchConfig launchConfig = LaunchConfig(); launchConfig.server = server; launchConfig.static = static; launchConfig.operatorId = operatorId; launchConfig.configId = item.configuration; launchConfig.orientation = "landscape"; launchConfig.orientationOnExit = "landscape"; launchConfig.currency = "DEMO"; launchConfig.playerId = _playerId; launchConfig.playerToken = _playerToken; Navigator.push( context, MaterialPageRoute( builder: (context) => GameOliveView( instance: _gameolivePlugin, launchConfig: launchConfig, onGoToHome: (value) { Navigator.pop(context); }, onBalanceChange: (balace) { debugPrint("余额更新"); }, onUserAchievementsUpdate: (achievements) { debugPrint("成就更新"); }, onGameOliveWindowCreated: (GameOliveGameController gamecontroller) { gamecontroller.openGameMenu(); }), )); }, ), IconSlideAction( caption: '对话框', color: Colors.indigo, icon: Icons.add_to_photos, onTap: () { LaunchConfig gameLaunchConfig = LaunchConfig(); gameLaunchConfig.server = server; gameLaunchConfig.static = static; gameLaunchConfig.operatorId = operatorId; gameLaunchConfig.configId = item.configuration; gameLaunchConfig.playerId = _playerId; // 玩家唯一ID gameLaunchConfig.playerToken = _playerToken; // 玩家唯一令牌 showDialog( context: context, builder: (BuildContext context) { return GameDialogBox( instance: _gameolivePlugin, gameLaunchConfig: gameLaunchConfig); }); }, ), ], child: Container( color: Colors.white, child: ListTile( leading: const Text('<'), title: Text(item.title ?? ""), trailing: const Text('滑动 >'), subtitle: Column( mainAxisAlignment: MainAxisAlignment.start, crossAxisAlignment: CrossAxisAlignment.start, children: [ Text(item.configuration ?? ""), Text('启用: ${item.enabled}'), Text('标签: ${item.label}'), Text('评分: ${item.rating}'), Text('玩家数量: ${item.playerCount}'), Text('描述: ${item.description}') ], ), ), ), ); })), ], )), ); }
更多关于Flutter游戏开发插件gameolive的使用的实战教程也可以访问 https://www.itying.com/category-92-b0.html
更多关于Flutter游戏开发插件gameolive的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html
在Flutter游戏开发中,gameolive
是一个相对较为专业的插件,用于简化游戏开发中的一些常见任务。虽然 gameolive
可能不像一些主流框架那样广泛认知,但它在某些特定场景下可以提供很大的帮助。以下是一个使用 gameolive
插件进行简单游戏开发的代码示例。
请注意,由于 gameolive
可能不是官方插件或广泛使用的第三方插件,具体的API和实现可能会有所不同。以下代码是基于假设的API结构编写的,旨在展示如何集成和使用该插件。如果 gameolive
有具体的文档或GitHub仓库,请参考官方文档获取最新和准确的API信息。
1. 添加依赖
首先,在 pubspec.yaml
文件中添加 gameolive
插件的依赖:
dependencies:
flutter:
sdk: flutter
gameolive: ^x.y.z # 替换为实际版本号
2. 导入插件
在你的 Dart 文件中导入 gameolive
插件:
import 'package:gameolive/gameolive.dart';
3. 初始化插件
在你的主文件中(通常是 main.dart
),初始化 gameolive
插件:
void main() {
WidgetsFlutterBinding.ensureInitialized();
GameOlive.instance.init(); // 假设有一个init方法用于初始化
runApp(MyApp());
}
4. 使用插件功能
假设 gameolive
插件提供了加载和显示精灵(sprite)的功能,以下是如何在Flutter中使用这些功能的示例:
import 'package:flutter/material.dart';
import 'package:gameolive/gameolive.dart';
class MyGameScreen extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Game Olive Example'),
),
body: Center(
child: Stack(
children: <Widget>[
// 假设有一个显示精灵的组件
GameOliveSpriteWidget(
spritePath: 'assets/sprites/hero.png', // 精灵图片路径
position: Offset(100, 100), // 精灵位置
),
],
),
),
);
}
}
class GameOliveSpriteWidget extends StatelessWidget {
final String spritePath;
final Offset position;
GameOliveSpriteWidget({required this.spritePath, required this.position});
@override
Widget build(BuildContext context) {
// 假设GameOlive有一个loadSprite方法用于加载精灵
final sprite = GameOlive.instance.loadSprite(spritePath);
// 使用自定义绘制逻辑来显示精灵
return CustomPaint(
painter: GameOliveSpritePainter(sprite: sprite, position: position),
size: Size.infinite, // 根据需要调整大小
);
}
}
class GameOliveSpritePainter extends CustomPainter {
final Sprite sprite;
final Offset position;
GameOliveSpritePainter({required this.sprite, required this.position});
@override
void paint(Canvas canvas, Size size) {
final paint = Paint()
..isAntiAlias = true;
// 假设sprite有一个drawImage方法
canvas.drawImage(sprite.image, position.dx, position.dy, paint);
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return false; // 根据需要调整
}
}
// 假设Sprite是一个简单的类,包含加载的图像
class Sprite {
late ImageProvider image;
Sprite(String path) {
// 加载图像,这里只是一个示例,实际可能需要异步加载
image = AssetImage(path);
}
}
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Game Olive Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyGameScreen(),
);
}
}
注意事项
- 异步加载:实际开发中,精灵图像通常是通过异步方式加载的,你可能需要使用
ImageProvider
和FutureBuilder
或其他异步机制来处理。 - 性能优化:游戏开发中性能至关重要,确保你的精灵和绘制逻辑是高效的。
- 插件文档:始终参考
gameolive
插件的官方文档,因为API可能会变化,并且可能有更多的功能和最佳实践指南。
由于 gameolive
插件的具体API和实现细节未知,以上代码是基于假设编写的。请务必查阅插件的官方文档或源代码,以获取准确和最新的使用方法。