Flutter图形绘制与动画插件figuras_flame的使用

Flutter图形绘制与动画插件figuras_flame的使用

figuras_flame 是一个为 flame 游戏引擎设计的包,它包含了一些动物和物体的图形,可以用于在画布上绘制。

使用

import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flutter/material.dart';

import 'my_game.dart';

void main() {
  final myGame = MyGame(
    children: [
      FpsTextComponent(
        size: Vector2(80, 40),
        position: Vector2(30, 200),
      ),
      TextComponent(
        priority: 100,
        text: "X ms",
        position: Vector2(30, 130),
        size: Vector2(40, 40),
      ),
    ],
  );
  runApp(
    GameWidget(
      game: myGame,
    ),
  );
}

类 MyGame

import 'package:figuras_flame/figures.dart';
import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flutter/material.dart';

class MyGame extends FlameGame {
  MyGame({
    super.children,
    super.camera,
  });

  double t = 0;

  [@override](/user/override)
  Color backgroundColor() {
    return const Color.fromARGB(255, 200, 200, 200);
  }

  // 打开调试模式
  [@override](/user/override)
  bool get debugMode => true;

  [@override](/user/override)
  void update(double dt) {
    super.update(dt);
    t += dt;

    List<Component> componentes = children.toList(growable: true);
    for (Component element in componentes) {
      if (element is PositionComponent) {
        element.position.x += 1;
        if (element.position.x + element.width > size.x) {
          element.position.x = 0;
        }
        if (element.position.y + element.height > size.y) {
          element.position.y = 0;
        }
      }
      if (element is TextComponent) {
        if (element.priority == 100) {
          element.text = "t = ${t.toStringAsFixed(2)}";
        }
      }
    }
  }

  [@override](/user/override)
  Future<void> onLoad() async {
    await addAll(
      [
        Ballena(
          position: Vector2(0, 10),
          size: Vector2(55, 23),
          paint: Paint()..color = Colors.red,
        ),
        Caballito(
          position: Vector2(100, 10),
          size: Vector2(66, 133),
          paint: Paint()..color = Colors.purple,
        ),
        Caballo(
          position: Vector2(200, 10),
          size: Vector2(50, 23),
          paint: Paint()..color = const Color.fromARGB(255, 202, 35, 146),
        ),
        Iguana(
          position: Vector2(300, 10),
          size: Vector2(80, 150),
          paint: Paint()..color = const Color.fromARGB(255, 7, 23, 36),
        ),
        Mochila(
          position: Vector2(0, 200),
          size: Vector2(66, 111),
          paint: Paint()..color = const Color.fromARGB(255, 19, 21, 141),
        ),
        Pinguino(
          position: Vector2(100, 200),
          size: Vector2(85, 155),
          paint: Paint()..color = const Color.fromARGB(255, 27, 231, 44),
        ),
        Stickman(
          position: Vector2(200, 200),
          size: Vector2(40, 80),
          paint: Paint()..color = Colors.blue,
        ),
      ],
    );
  }
}

更多关于Flutter图形绘制与动画插件figuras_flame的使用的实战教程也可以访问 https://www.itying.com/category-92-b0.html

1 回复

更多关于Flutter图形绘制与动画插件figuras_flame的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html


当然,以下是如何在Flutter项目中使用figuras_flame插件进行图形绘制与动画的一个简单示例。figuras_flame虽然不是一个广为人知的插件,但假设它具有类似flame插件的功能,专注于2D图形渲染和动画。如果figuras_flame的具体API有所不同,请根据官方文档进行调整。

首先,确保你的pubspec.yaml文件中已经添加了figuras_flame依赖:

dependencies:
  flutter:
    sdk: flutter
  figuras_flame: ^latest_version  # 请替换为实际的最新版本号

然后运行flutter pub get来安装依赖。

接下来,是一个简单的示例代码,展示如何使用figuras_flame在Flutter中进行图形绘制与动画。由于figuras_flame的具体API未知,这里假设它类似于flame的组件结构。

import 'package:flutter/material.dart';
import 'package:figuras_flame/figuras_flame.dart';  // 假设这是figuras_flame的导入路径

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        appBar: AppBar(
          title: Text('Figuras Flame Example'),
        ),
        body: GameScreen(),
      ),
    );
  }
}

class GameScreen extends StatefulWidget {
  @override
  _GameScreenState createState() => _GameScreenState();
}

class _GameScreenState extends State<GameScreen> with SingleTickerProviderStateMixin {
  late FlameGame game;

  @override
  void initState() {
    super.initState();
    game = MyGame()..add(MyAnimatedObject());
  }

  @override
  void dispose() {
    game.dispose();
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    return Stack(
      children: <Widget>[
        Positioned.fill(
          child: GameWidget(game: game),
        ),
      ],
    );
  }
}

class MyGame extends BaseGame {
  @override
  void render(Canvas canvas) {
    super.render(canvas);
    // 自定义渲染逻辑,如果figuras_flame需要的话
  }

  @override
  void update(double delta) {
    super.update(delta);
    // 更新游戏逻辑,如果figuras_flame需要的话
  }
}

class MyAnimatedObject extends PositionComponent with HasGameRef<MyGame> {
  double size = 50.0;
  double angle = 0.0;

  @override
  void render(Canvas canvas) {
    final paint = Paint()
      ..color = Colors.red
      ..style = PaintingStyle.fill;

    canvas.save();
    canvas.translate(this.x, this.y);
    canvas.rotate(angle);
    canvas.drawCircle(Offset.zero, size, paint);
    canvas.restore();
  }

  @override
  void update(double delta) {
    super.update(delta);
    angle += 0.01 * delta; // 简单的旋转动画
  }
}

在这个示例中:

  1. 我们创建了一个MyApp小部件作为应用的入口。
  2. GameScreen是包含游戏逻辑的主要屏幕。
  3. _GameScreenState中初始化了MyGame实例,并将其添加到GameWidget中。
  4. MyGame类继承自BaseGame(假设figuras_flame有类似的基类),并可以重写renderupdate方法以处理自定义渲染和游戏逻辑更新。
  5. MyAnimatedObject是一个动画对象,继承自PositionComponent并混合了HasGameRef,它重写renderupdate方法来实现旋转动画。

请注意,由于figuras_flame的具体API可能有所不同,这里的代码是基于假设的类和方法。如果figuras_flame的API与这里的示例不匹配,请参考其官方文档进行相应调整。

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