flutter/examples/game/lib/main.dart
Hixie 90a0f6300f Simplify the usage of Navigator's routes argument
(These are changes cherry-picked from in-flight branches since they are
more independent and could be helpful even without those changes.)

- Change RouteBuilder's signature to take a single argument in which the
  other fields are placed, so that we can keep iterating on those
  arguments without having to break compatibility each time. Also, this
  makes defining route builders much simpler (only one argument to
  ignore rather than a variable number).

- Expose the next performance to RouteBuilders, since sometimes the
  route itself might not be where it's used.

- Allow BuildContext to be used to walk children, just like it can for
  ancestors

- Allow BuildContext to be used to get the Widget of the current
  BuildContext

- Allow StatefulComponentElement to be referenced with a type
  specialisation so that you don't have to cast when you know what the
  type you're dealing with actually is.
2015-10-05 13:59:30 -07:00

243 lines
6.5 KiB
Dart

// Copyright 2015 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
import 'dart:async';
import 'package:sky/material.dart';
import 'package:sky/painting.dart';
import 'package:sky/rendering.dart';
import 'package:sky/services.dart';
import 'package:sky/widgets.dart';
import 'package:skysprites/skysprites.dart';
import 'game_demo.dart';
AssetBundle _initBundle() {
if (rootBundle != null)
return rootBundle;
return new NetworkAssetBundle(new Uri.directory(Uri.base.origin));
}
final AssetBundle _bundle = _initBundle();
ImageMap _imageMap;
SpriteSheet _spriteSheet;
SpriteSheet _spriteSheetUI;
Map<String,SoundEffect> _sounds = {};
main() async {
_imageMap = new ImageMap(_bundle);
// Use a list to wait on all loads in parallel just before starting the app.
List loads = [];
loads.add(_imageMap.load([
'assets/nebula.png',
'assets/sprites.png',
'assets/starfield.png',
'assets/game_ui.png',
]));
// TODO(eseidel): SoundEffect doesn't really do anything except hold a future.
_sounds['explosion'] = new SoundEffect(_bundle.load('assets/explosion.wav'));
_sounds['laser'] = new SoundEffect(_bundle.load('assets/laser.wav'));
loads.addAll([
_sounds['explosion'].load(),
_sounds['laser'].load(),
]);
await Future.wait(loads);
// TODO(eseidel): These load in serial which is bad for startup!
String json = await _bundle.loadString('assets/sprites.json');
_spriteSheet = new SpriteSheet(_imageMap['assets/sprites.png'], json);
json = await _bundle.loadString('assets/game_ui.json');
_spriteSheetUI = new SpriteSheet(_imageMap['assets/game_ui.png'], json);
assert(_spriteSheet.image != null);
SoundTrackPlayer stPlayer = SoundTrackPlayer.sharedInstance();
SoundTrack music = await stPlayer.load(_bundle.load('assets/temp_music.aac'));
stPlayer.play(music);
runApp(new GameDemo());
}
// TODO(viktork): The task bar purple is the wrong purple, we may need
// a custom theme swatch to match the purples in the sprites.
final ThemeData _theme = new ThemeData(
brightness: ThemeBrightness.light,
primarySwatch: Colors.purple
);
class GameDemo extends StatefulComponent {
GameDemoState createState() => new GameDemoState();
}
class GameDemoState extends State<GameDemo> {
NodeWithSize _game;
int _lastScore = 0;
Widget build(BuildContext context) {
return new App(
title: 'Asteroids',
theme: _theme,
routes: {
'/': _buildMainScene,
'/game': _buildGameScene
}
);
}
Widget _buildGameScene(RouteArguments args) {
return new SpriteWidget(_game, SpriteBoxTransformMode.fixedWidth);
}
Widget _buildMainScene(RouteArguments args) {
return new Stack([
new SpriteWidget(new MainScreenBackground(), SpriteBoxTransformMode.fixedWidth),
new Column([
new TextureButton(
onPressed: () {
_game = new GameDemoNode(
_imageMap,
_spriteSheet,
_spriteSheetUI,
_sounds,
(lastScore) {
setState(() {_lastScore = lastScore;});
args.navigator.pop();
}
);
args.navigator.pushNamed('/game');
},
texture: _spriteSheetUI['btn_play_up.png'],
textureDown: _spriteSheetUI['btn_play_down.png'],
width: 128.0,
height: 128.0
),
new Text(
"Last Score: $_lastScore",
style: new TextStyle(fontSize:20.0)
)
],
justifyContent: FlexJustifyContent.center
)
]);
}
}
class TextureButton extends StatefulComponent {
TextureButton({
Key key,
this.onPressed,
this.texture,
this.textureDown,
this.width: 128.0,
this.height: 128.0
}) : super(key: key);
final Function onPressed;
final Texture texture;
final Texture textureDown;
final double width;
final double height;
TextureButtonState createState() => new TextureButtonState();
}
class TextureButtonState extends ButtonState<TextureButton> {
Widget buildContent(BuildContext context) {
return new Listener(
child: new Container(
width: config.width,
height: config.height,
child: new CustomPaint(
callback: paintCallback,
token: new _TextureButtonToken(
highlight,
config.texture,
config.textureDown,
config.width,
config.height
)
)
),
onPointerUp: (_) {
if (config.onPressed != null)
config.onPressed();
}
);
}
void paintCallback(PaintingCanvas canvas, Size size) {
if (config.texture == null)
return;
canvas.save();
if (highlight && config.textureDown != null) {
// Draw down state
canvas.scale(size.width / config.textureDown.size.width, size.height / config.textureDown.size.height);
config.textureDown.drawTexture(canvas, Point.origin, new Paint());
} else {
// Draw up state
canvas.scale(size.width / config.texture.size.width, size.height / config.texture.size.height);
config.texture.drawTexture(canvas, Point.origin, new Paint());
}
canvas.restore();
}
}
class _TextureButtonToken {
_TextureButtonToken(
this._highlight,
this._texture,
this._textureDown,
this._width,
this._height
);
final bool _highlight;
final Texture _texture;
final Texture _textureDown;
final double _width;
final double _height;
bool operator== (other) {
return
other is _TextureButtonToken &&
_highlight == other._highlight &&
_texture == other._texture &&
_textureDown == other._textureDown &&
_width == other._width &&
_height == other._height;
}
int get hashCode {
int value = 373;
value = 37 * value * _highlight.hashCode;
value = 37 * value * _texture.hashCode;
value = 37 * value * _textureDown.hashCode;
value = 37 * value * _width.hashCode;
value = 37 * value * _height.hashCode;
return value;
}
}
class MainScreenBackground extends NodeWithSize {
MainScreenBackground() : super(new Size(320.0, 320.0)) {
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);
}
}