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