Commit a78370fe authored by Viktor Lidholt's avatar Viktor Lidholt

New game demo, initial version

parent 1393b4c6
library game; library game;
import 'dart:async';
import 'dart:sky' as sky; import 'dart:sky' as sky;
import 'dart:math' as Math; import 'dart:math' as Math;
import 'sprites.dart'; import 'sprites.dart';
...@@ -10,4 +11,4 @@ import 'package:sky/widgets/navigator.dart'; ...@@ -10,4 +11,4 @@ import 'package:sky/widgets/navigator.dart';
import 'package:sky/animation/curves.dart'; import 'package:sky/animation/curves.dart';
import 'package:vector_math/vector_math_64.dart'; import 'package:vector_math/vector_math_64.dart';
part 'game_demo_world.dart'; part 'game_demo_node.dart';
part of game;
final double _gameSizeWidth = 320.0;
double _gameSizeHeight = 320.0;
final bool _drawDebug = false;
class GameDemoNode extends NodeWithSize {
GameDemoNode(
this._images,
this._spritesGame,
this._spritesUI,
this._sounds,
this._gameOverCallback
): super(new Size(320.0, 320.0)) {
// Add background
_background = new RepeatedImage(_images["assets/starfield.png"]);
addChild(_background);
// Create starfield
_starField = new StarField(_spritesGame, 200);
addChild(_starField);
// Add nebula
_nebula = new RepeatedImage(_images["assets/nebula.png"], sky.TransferMode.plus);
addChild(_nebula);
// Setup game screen, it will always be anchored to the bottom of the screen
_gameScreen = new Node();
addChild(_gameScreen);
// Setup the level and add it to the screen, the level is the node where
// all our game objects live. It is moved to scroll the game
_level = new Level();
_gameScreen.addChild(_level);
_objectFactory = new GameObjectFactory(_spritesGame, _sounds, _level);
_level.ship = new Ship(_objectFactory);
_level.addChild(_level.ship);
// Add the joystick
_joystick = new VirtualJoystick();
_gameScreen.addChild(_joystick);
// Add HUD
_hud = new Hud(_spritesUI);
addChild(_hud);
addObjects();
}
// Resources
ImageMap _images;
Map<String, SoundEffect> _sounds;
SpriteSheet _spritesGame;
SpriteSheet _spritesUI;
// Sounds
SoundEffectPlayer _effectPlayer = SoundEffectPlayer.sharedInstance();
// Callback
Function _gameOverCallback;
// Game screen nodes
Node _gameScreen;
VirtualJoystick _joystick;
GameObjectFactory _objectFactory;
Level _level;
StarField _starField;
RepeatedImage _background;
RepeatedImage _nebula;
Hud _hud;
// Game properties
double _scrollSpeed = 2.0;
double _scroll = 0.0;
int _framesToFire = 0;
int _framesBetweenShots = 20;
bool _gameOver = false;
void spriteBoxPerformedLayout() {
_gameSizeHeight = spriteBox.visibleArea.height;
_gameScreen.position = new Point(0.0, _gameSizeHeight);
}
void update(double dt) {
// Scroll the level
_scroll = _level.scroll(_scrollSpeed);
_starField.move(0.0, _scrollSpeed);
_background.move(_scrollSpeed * 0.1);
_nebula.move(_scrollSpeed);
// Add objects
addObjects();
// Move the ship
if (!_gameOver) {
_level.ship.applyThrust(_joystick.value, _scroll);
}
// Add shots
if (_framesToFire == 0 && _joystick.isDown && !_gameOver) {
fire();
_framesToFire = _framesBetweenShots;
}
if (_framesToFire > 0) _framesToFire--;
// Move game objects
for (Node node in _level.children) {
if (node is GameObject) {
node.move();
}
}
// Remove offscreen game objects
for (int i = _level.children.length - 1; i >= 0; i--) {
Node node = _level.children[i];
if (node is GameObject) {
node.removeIfOffscreen(_scroll);
}
}
if (_gameOver) return;
// Check for collisions between lasers and objects that can take damage
List<Laser> lasers = [];
for (Node node in _level.children) {
if (node is Laser) lasers.add(node);
}
List<GameObject> damageables = [];
for (Node node in _level.children) {
if (node is GameObject && node.canBeDamaged) damageables.add(node);
}
for (Laser laser in lasers) {
for (GameObject damageable in damageables) {
if (laser.collidingWith(damageable)) {
// Hit something that can take damage
_hud.score += damageable.addDamage(laser.impact);
laser.destroy();
}
}
}
// Check for collsions between ship and objects that can damage the ship
List<Node> nodes = new List.from(_level.children);
for (Node node in nodes) {
if (node is GameObject && node.canDamageShip) {
if (node.collidingWith(_level.ship)) {
// The ship was hit :(
killShip();
_level.ship.visible = false;
}
}
}
}
int _chunk = 0;
double _chunkSpacing = 640.0;
void addObjects() {
while (_scroll + _chunkSpacing >= _chunk * _chunkSpacing) {
addLevelChunk(
_chunk,
-_chunk * _chunkSpacing - _chunkSpacing);
_chunk += 1;
}
}
void addLevelChunk(int chunk, double yPos) {
if (chunk == 0) {
// Leave the first chunk empty
return;
} else if (chunk == 1) {
addLevelAsteroids(10, yPos, 0.0);
} else {
addLevelAsteroids(9 + chunk, yPos, 0.5);
}
}
void addLevelAsteroids(int numAsteroids, double yPos, double distribution) {
for (int i = 0; i < numAsteroids; i++) {
GameObjectType type = (randomDouble() < distribution) ? GameObjectType.asteroidBig : GameObjectType.asteroidSmall;
Point pos = new Point(randomSignedDouble() * 160.0,
yPos + _chunkSpacing * randomDouble());
_objectFactory.addGameObject(type, pos);
}
}
void fire() {
Laser shot0 = new Laser(_objectFactory);
shot0.position = _level.ship.position + new Offset(17.0, -10.0);
_level.addChild(shot0);
Laser shot1 = new Laser(_objectFactory);
shot1.position = _level.ship.position + new Offset(-17.0, -10.0);
_level.addChild(shot1);
_effectPlayer.play(_sounds["laser"]);
}
void killShip() {
// Hide ship
_level.ship.visible = false;
_effectPlayer.play(_sounds["explosion"]);
// Add explosion
Explosion explo = new Explosion(_spritesGame);
explo.scale = 1.5;
explo.position = _level.ship.position;
_level.addChild(explo);
// Add flash
Flash flash = new Flash(size, 1.0);
addChild(flash);
// Set the state to game over
_gameOver = true;
// Return to main scene and report the score back in 2 seconds
new Timer(new Duration(seconds: 2), () { _gameOverCallback(_hud.score); });
}
}
class VirtualJoystick extends NodeWithSize {
VirtualJoystick() : super(new Size(160.0, 160.0)) {
userInteractionEnabled = true;
handleMultiplePointers = false;
position = new Point(160.0, -20.0);
pivot = new Point(0.5, 1.0);
_center = new Point(size.width / 2.0, size.height / 2.0);
_handlePos = _center;
_paintHandle = new Paint()
..color=new Color(0xffffffff);
_paintControl = new Paint()
..color=new Color(0xffffffff)
..strokeWidth = 1.0
..setStyle(sky.PaintingStyle.stroke);
}
Point value = Point.origin;
bool _isDown = false;
bool get isDown => _isDown;
Point _pointerDownAt;
Point _center;
Point _handlePos;
Paint _paintHandle;
Paint _paintControl;
bool handleEvent(SpriteBoxEvent event) {
if (event.type == "pointerdown") {
_pointerDownAt = event.boxPosition;
actions.stopAll();
_isDown = true;
}
else if (event.type == "pointerup" || event.type == "pointercancel") {
_pointerDownAt = null;
value = Point.origin;
ActionTween moveToCenter = new ActionTween((a) => _handlePos = a, _handlePos, _center, 0.4, elasticOut);
actions.run(moveToCenter);
_isDown = false;
} else if (event.type == "pointermove") {
Offset movedDist = event.boxPosition - _pointerDownAt;
value = new Point(
(movedDist.dx / 80.0).clamp(-1.0, 1.0),
(movedDist.dy / 80.0).clamp(-1.0, 1.0));
_handlePos = _center + new Offset(value.x * 40.0, value.y * 40.0);
}
return true;
}
void paint(PaintingCanvas canvas) {
applyTransformForPivot(canvas);
canvas.drawCircle(_handlePos, 25.0, _paintHandle);
canvas.drawCircle(_center, 40.0, _paintControl);
}
}
class Level extends Node {
Level() {
position = new Point(160.0, 0.0);
}
Ship ship;
double scroll(double scrollSpeed) {
position += new Offset(0.0, scrollSpeed);
return position.y;
}
}
abstract class GameObject extends Node {
double radius = 0.0;
double removeLimit = 1280.0;
bool canDamageShip = true;
bool canBeDamaged = true;
double maxDamage = 3.0;
double damage = 0.0;
Paint _paintDebug = new Paint()
..color=new Color(0xffff0000)
..strokeWidth = 1.0
..setStyle(sky.PaintingStyle.stroke);
bool collidingWith(GameObject obj) {
return (GameMath.pointQuickDist(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);
}
removeFromParent();
}
}
int addDamage(double d) {
if (!canBeDamaged) return 0;
damage += d;
if (damage >= maxDamage) {
destroy();
return (maxDamage * 10).ceil();
}
return 10;
}
Explosion createExplosion() {
return null;
}
void paint(PaintingCanvas canvas) {
if (_drawDebug) {
canvas.drawCircle(Point.origin, radius, _paintDebug);
}
super.paint(canvas);
}
void setupActions() {
}
}
class Ship extends GameObject {
Ship(GameObjectFactory f) {
// Add main ship sprite
_sprt = new Sprite(f.sheet["ship.png"]);
_sprt.scale = 0.3;
_sprt.rotation = -90.0;
addChild(_sprt);
radius = 20.0;
canBeDamaged = false;
canDamageShip = false;
// Set start position
position = new Point(0.0, 50.0);
}
Sprite _sprt;
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));
}
}
class Laser extends GameObject {
double impact = 1.0;
Laser(GameObjectFactory f) {
// Add sprite
_sprt = new Sprite(f.sheet["laser.png"]);
_sprt.scale = 0.3;
_sprt.transferMode = sky.TransferMode.plus;
addChild(_sprt);
radius = 10.0;
removeLimit = 640.0;
canDamageShip = false;
canBeDamaged = false;
}
Sprite _sprt;
void move() {
position += new Offset(0.0, -10.0);
}
}
abstract class Obstacle extends GameObject {
Obstacle(this._f);
double explosionScale = 1.0;
GameObjectFactory _f;
Explosion createExplosion() {
SoundEffectPlayer.sharedInstance().play(_f.sounds["explosion"]);
Explosion explo = new Explosion(_f.sheet);
explo.scale = explosionScale;
return explo;
}
}
abstract class Asteroid extends Obstacle {
Asteroid(GameObjectFactory f) : super(f);
Sprite _sprt;
void setupActions() {
// Rotate obstacle
int direction = 1;
if (randomDouble() < 0.5) direction = -1;
ActionTween rotate = new ActionTween(
(a) => _sprt.rotation = a,
0.0, 360.0 * direction, 5.0 + 5.0 * randomDouble());
_sprt.actions.run(new ActionRepeatForever(rotate));
}
set damage(double d) {
super.damage = d;
int alpha = ((200.0 * d) ~/ maxDamage).clamp(0, 200);
_sprt.colorOverlay = new Color.fromARGB(alpha, 255, 3, 86);
}
}
class AsteroidBig extends Asteroid {
AsteroidBig(GameObjectFactory f) : super(f) {
_sprt = new Sprite(f.sheet["asteroid_big_${randomInt(3)}.png"]);
_sprt.scale = 0.3;
radius = 25.0;
maxDamage = 5.0;
addChild(_sprt);
}
}
class AsteroidSmall extends Asteroid {
AsteroidSmall(GameObjectFactory f) : super(f) {
_sprt = new Sprite(f.sheet["asteroid_small_${randomInt(3)}.png"]);
_sprt.scale = 0.3;
radius = 12.0;
maxDamage = 3.0;
addChild(_sprt);
}
}
enum GameObjectType {
asteroidBig,
asteroidSmall,
}
class GameObjectFactory {
GameObjectFactory(this.sheet, this.sounds, this.level);
SpriteSheet sheet;
Map<String,SoundEffect> sounds;
Level level;
void addGameObject(GameObjectType type, Point pos) {
GameObject obj;
if (type == GameObjectType.asteroidBig)
obj = new AsteroidBig(this);
else if (type == GameObjectType.asteroidSmall)
obj = new AsteroidSmall(this);
obj.position = pos;
obj.setupActions();
level.addChild(obj);
}
}
// class MovingObstacle extends Obstacle {
// MovingObstacle(SpriteSheet sheet, Map<String,SoundEffect> effects, ObstacleType type) : super (sheet, effects, type);
//
// void setupAction() {
// actions.stopAll();
//
// List<Offset> offsets = [
// new Offset(-160.0, 160.0),
// new Offset(-80.0, -160.0),
// new Offset(0.0, 160.0),
// new Offset(80.0, -160.0),
// new Offset(160.0, 160.0)];
//
// List<Point> points = [];
// for (Offset offset in offsets) {
// points.add(position + offset);
// }
//
// ActionSpline spline = new ActionSpline((a) => position = a, points, 4.0);
// actions.run(new ActionRepeatForever(spline));
// }
// }
class StarField extends NodeWithSize {
sky.Image _image;
SpriteSheet _spriteSheet;
int _numStars;
bool _autoScroll;
List<Point> _starPositions;
List<double> _starScales;
List<Rect> _rects;
List<Color> _colors;
final double _padding = 50.0;
Size _paddedSize = Size.zero;
Paint _paint = new Paint()
..setFilterQuality(sky.FilterQuality.low)
..isAntiAlias = false
..setTransferMode(sky.TransferMode.plus);
StarField(this._spriteSheet, this._numStars, [this._autoScroll = false]) : super(Size.zero) {
_image = _spriteSheet.image;
}
void addStars() {
_starPositions = [];
_starScales = [];
_colors = [];
_rects = [];
size = spriteBox.visibleArea.size;
_paddedSize = new Size(size.width + _padding * 2.0,
size.height + _padding * 2.0);
for (int i = 0; i < _numStars; i++) {
_starPositions.add(new Point(randomDouble() * _paddedSize.width,
randomDouble() * _paddedSize.height));
_starScales.add(randomDouble() * 0.4);
_colors.add(new Color.fromARGB((255.0 * (randomDouble() * 0.5 + 0.5)).toInt(), 255, 255, 255));
_rects.add(_spriteSheet["star_${randomInt(2)}.png"].frame);
}
}
void spriteBoxPerformedLayout() {
addStars();
}
void paint(PaintingCanvas canvas) {
// Create a transform for each star
List<sky.RSTransform> transforms = [];
for (int i = 0; i < _numStars; i++) {
sky.RSTransform transform = new sky.RSTransform(
_starScales[i],
0.0,
_starPositions[i].x - _padding,
_starPositions[i].y - _padding);
transforms.add(transform);
}
// Draw the stars
canvas.drawAtlas(_image, transforms, _rects, _colors, sky.TransferMode.modulate, null, _paint);
}
void move(double dx, double dy) {
for (int i = 0; i < _numStars; i++) {
double xPos = _starPositions[i].x;
double yPos = _starPositions[i].y;
double scale = _starScales[i];
xPos += dx * scale;
yPos += dy * scale;
if (xPos >= _paddedSize.width) xPos -= _paddedSize.width;
if (xPos < 0) xPos += _paddedSize.width;
if (yPos >= _paddedSize.height) yPos -= _paddedSize.height;
if (yPos < 0) yPos += _paddedSize.height;
_starPositions[i] = new Point(xPos, yPos);
}
}
void update(double dt) {
if (_autoScroll) {
move(0.0, dt * 100.0);
}
}
}
class RepeatedImage extends Node {
Sprite _sprt0;
Sprite _sprt1;
RepeatedImage(sky.Image image, [sky.TransferMode mode = null]) {
_sprt0 = new Sprite.fromImage(image);
_sprt0.size = new Size(1024.0, 1024.0);
_sprt0.pivot = Point.origin;
_sprt1 = new Sprite.fromImage(image);
_sprt1.size = new Size(1024.0, 1024.0);
_sprt1.pivot = Point.origin;
_sprt1.position = new Point(0.0, -1024.0);
if (mode != null) {
_sprt0.transferMode = mode;
_sprt1.transferMode = mode;
}
addChild(_sprt0);
addChild(_sprt1);
}
void move(double dy) {
double yPos = (position.y + dy) % 1024.0;
position = new Point(0.0, yPos);
}
}
class Explosion extends Node {
Explosion(SpriteSheet sheet) {
// Add particles
ParticleSystem particlesDebris = new ParticleSystem(
sheet["explosion_particle.png"],
rotateToMovement: true,
startRotation:90.0,
startRotationVar: 0.0,
endRotation: 90.0,
startSize: 0.3,
startSizeVar: 0.1,
endSize: 0.3,
endSizeVar: 0.1,
numParticlesToEmit: 25,
emissionRate:1000.0,
greenVar: 127,
redVar: 127
);
particlesDebris.zPosition = 1010.0;
addChild(particlesDebris);
ParticleSystem particlesFire = new ParticleSystem(
sheet["fire_particle.png"],
colorSequence: new ColorSequence([new Color(0xffffff33), new Color(0xffff3333), new Color(0x00ff3333)], [0.0, 0.5, 1.0]),
numParticlesToEmit: 25,
emissionRate: 1000.0,
startSize: 0.5,
startSizeVar: 0.1,
endSize: 0.5,
endSizeVar: 0.1,
posVar: new Point(10.0, 10.0),
speed: 10.0,
speedVar: 5.0
);
particlesFire.zPosition = 1011.0;
addChild(particlesFire);
// Add ring
Sprite sprtRing = new Sprite(sheet["explosion_ring.png"]);
sprtRing.transferMode = sky.TransferMode.plus;
addChild(sprtRing);
Action scale = new ActionTween( (a) => sprtRing.scale = a, 0.2, 1.0, 1.5);
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtRing)]);
Action fade = new ActionTween( (a) => sprtRing.opacity = a, 1.0, 0.0, 1.5);
actions.run(scaleAndRemove);
actions.run(fade);
// Add streaks
for (int i = 0; i < 5; i++) {
Sprite sprtFlare = new Sprite(sheet["explosion_flare.png"]);
sprtFlare.pivot = new Point(0.3, 1.0);
sprtFlare.scaleX = 0.3;
sprtFlare.transferMode = sky.TransferMode.plus;
sprtFlare.rotation = randomDouble() * 360.0;
addChild(sprtFlare);
double multiplier = randomDouble() * 0.3 + 1.0;
Action scale = new ActionTween( (a) => sprtFlare.scaleY = a, 0.3 * multiplier, 0.8, 1.5 * multiplier);
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtFlare)]);
Action fadeIn = new ActionTween( (a) => sprtFlare.opacity = a, 0.0, 1.0, 0.5 * multiplier);
Action fadeOut = new ActionTween( (a) => sprtFlare.opacity = a, 1.0, 0.0, 1.0 * multiplier);
Action fadeInOut = new ActionSequence([fadeIn, fadeOut]);
actions.run(scaleAndRemove);
actions.run(fadeInOut);
}
}
}
class Hud extends Node {
SpriteSheet sheet;
Sprite sprtBgScore;
bool _dirtyScore = true;
int _score = 0;
int get score => _score;
set score(int score) {
_score = score;
_dirtyScore = true;
}
Hud(this.sheet) {
position = new Point(310.0, 10.0);
scale = 0.6;
sprtBgScore = new Sprite(sheet["scoreboard.png"]);
sprtBgScore.pivot = new Point(1.0, 0.0);
sprtBgScore.scale = 0.6;
addChild(sprtBgScore);
}
void update(double dt) {
// Update score
if (_dirtyScore) {
sprtBgScore.removeAllChildren();
String scoreStr = _score.toString();
double xPos = -50.0;
for (int i = scoreStr.length - 1; i >= 0; i--) {
String numStr = scoreStr.substring(i, i + 1);
Sprite numSprt = new Sprite(sheet["number_$numStr.png"]);
numSprt.position = new Point(xPos, 49.0);
sprtBgScore.addChild(numSprt);
xPos -= 37.0;
}
_dirtyScore = false;
}
}
}
class Flash extends NodeWithSize {
Flash(Size size, this.duration) : super(size) {
ActionTween fade = new ActionTween((a) => _opacity = a, 1.0, 0.0, duration);
ActionSequence seq = new ActionSequence([fade, new ActionRemoveNode(this)]);
actions.run(seq);
}
double duration;
double _opacity = 1.0;
Paint _cachedPaint = new Paint();
void paint(PaintingCanvas canvas) {
// Update the color
_cachedPaint.color = new Color.fromARGB((255.0 * _opacity).toInt(),
255, 255, 255);
// Fill the area
applyTransformForPivot(canvas);
canvas.drawRect(new Rect.fromLTRB(0.0, 0.0, size.width, size.height),
_cachedPaint);
}
}
part of game;
const double _steeringThreshold = 0.0;
const double _steeringMax = 150.0;
// Random generator
Math.Random _rand = new Math.Random();
const double _gameSizeWidth = 1024.0;
const double _gameSizeHeight = 1024.0;
const double _shipRadius = 30.0;
const double _lrgAsteroidRadius = 40.0;
const double _medAsteroidRadius = 20.0;
const double _smlAsteroidRadius = 10.0;
const double _maxAsteroidSpeed = 1.0;
const int _lifeTimeLaser = 50;
const int _numStarsInStarField = 150;
const int _numFramesShieldActive = 60 * 5;
const int _numFramesShieldFlickers = 60;
class GameDemoWorld extends NodeWithSize {
// Images
sky.Image _imgNebula;
SpriteSheet _spriteSheet;
SpriteSheet _spriteSheetUI;
Map<String,SoundEffect> _sounds;
SoundEffectPlayer _soundPool = SoundEffectPlayer.sharedInstance();
Navigator _navigator;
// Inputs
double _joystickX = 0.0;
double _joystickY = 0.0;
Node _gameLayer;
Ship _ship;
Sprite _shield;
List<Asteroid> _asteroids = [];
List<Laser> _lasers = [];
StarField _starField;
Nebula _nebula;
// Game state
int _numFrames = 0;
bool _isGameOver = false;
int _gameOverFrame;
int _currentLevel = 0;
// Heads up display
Hud _hud;
Function _gameOverCallback;
GameDemoWorld(App app, this._navigator, ImageMap images, this._spriteSheet, this._spriteSheetUI, this._sounds, this._gameOverCallback) : super(new Size(_gameSizeWidth, _gameSizeHeight)) {
// Fetch images
_imgNebula = images["assets/nebula.png"];
_gameLayer = new Node();
this.addChild(_gameLayer);
// Add ship
addShip();
// Add background
Sprite sprtBackground = new Sprite.fromImage(images["assets/starfield.png"]);
sprtBackground.position = new Point(512.0, 512.0);
sprtBackground.zPosition = -3.0;
addChild(sprtBackground);
// Add starfield
_starField = new StarField(_spriteSheet, _numStarsInStarField);
_starField.zPosition = -2.0;
addChild(_starField);
// Add nebula
addNebula();
userInteractionEnabled = true;
handleMultiplePointers = true;
_hud = new Hud(_spriteSheetUI);
_hud.zPosition = 1000.0;
addChild(_hud);
// Setup level
setupLevel(0);
}
void setupLevel(int level) {
int numLargeAsteroids = 5 + level * 2;
int numMediumAsteroids = 5 + level * 2;
// Add some asteroids to the game world
for (int i = 0; i < numLargeAsteroids; i++) {
addAsteroid(AsteroidSize.large);
}
for (int i = 0; i < numMediumAsteroids; i++) {
addAsteroid(AsteroidSize.medium);
}
_numFrames = 0;
_shield.visible = true;
}
// Methods for adding game objects
void addAsteroid(AsteroidSize size, [Point pos]) {
Asteroid asteroid = new Asteroid(_spriteSheet, size);
asteroid.zPosition = 1.0;
if (pos != null) asteroid.position = pos;
_gameLayer.addChild(asteroid);
_asteroids.add(asteroid);
// Animate asteroid into the scene
Action action = new ActionTween((a) => asteroid.scale = a, 0.0, 1.0, 1.0, bounceOut);
_gameLayer.actions.run(action);
}
void addShip() {
Ship ship = new Ship(_spriteSheet["ship.png"]);
ship.zPosition = 10.0;
_gameLayer.addChild(ship);
_ship = ship;
_shield = new Sprite(_spriteSheet["shield.png"]);
_shield.zPosition = 11.0;
_shield.scale = 0.5;
_shield.transferMode = sky.TransferMode.plus;
_gameLayer.addChild(_shield);
Action rotate = new ActionRepeatForever(new ActionTween((a) => _shield.rotation = a, 0.0, 360.0, 1.0));
actions.run(rotate);
}
void addLaser() {
Laser laser = new Laser(_spriteSheet["laser.png"], _ship);
laser.zPosition = 8.0;
laser.constrainProportions = true;
_lasers.add(laser);
_gameLayer.addChild(laser);
_soundPool.play(_sounds["laser"]);
}
void addNebula() {
_nebula = new Nebula.withImage(_imgNebula);
_gameLayer.addChild(_nebula);
}
void addExplosion(AsteroidSize asteroidSize, Point position) {
Node explosionNode = new Node();
// Add particles
ParticleSystem particlesDebris = new ParticleSystem(
_spriteSheet["explosion_particle.png"],
rotateToMovement: true,
startRotation:90.0,
startRotationVar: 0.0,
endRotation: 90.0,
startSize: 0.3,
startSizeVar: 0.1,
endSize: 0.3,
endSizeVar: 0.1,
numParticlesToEmit: 25,
emissionRate:1000.0,
greenVar: 127,
redVar: 127
);
particlesDebris.zPosition = 1010.0;
explosionNode.addChild(particlesDebris);
ParticleSystem particlesFire = new ParticleSystem(
_spriteSheet["fire_particle.png"],
colorSequence: new ColorSequence([new Color(0xffffff33), new Color(0xffff3333), new Color(0x00ff3333)], [0.0, 0.5, 1.0]),
numParticlesToEmit: 25,
emissionRate: 1000.0,
startSize: 0.5,
startSizeVar: 0.1,
endSize: 0.5,
endSizeVar: 0.1,
posVar: new Point(10.0, 10.0),
speed: 10.0,
speedVar: 5.0
);
particlesFire.zPosition = 1011.0;
explosionNode.addChild(particlesFire);
// Add ring
Sprite sprtRing = new Sprite(_spriteSheet["explosion_ring.png"]);
sprtRing.transferMode = sky.TransferMode.plus;
explosionNode.addChild(sprtRing);
Action scale = new ActionTween( (a) => sprtRing.scale = a, 0.2, 1.0, 1.5);
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtRing)]);
Action fade = new ActionTween( (a) => sprtRing.opacity = a, 1.0, 0.0, 1.5);
actions.run(scaleAndRemove);
actions.run(fade);
// Add streaks
for (int i = 0; i < 5; i++) {
Sprite sprtFlare = new Sprite(_spriteSheet["explosion_flare.png"]);
sprtFlare.pivot = new Point(0.3, 1.0);
sprtFlare.scaleX = 0.3;
sprtFlare.transferMode = sky.TransferMode.plus;
sprtFlare.rotation = _rand.nextDouble() * 360.0;
explosionNode.addChild(sprtFlare);
double multiplier = _rand.nextDouble() * 0.3 + 1.0;
Action scale = new ActionTween( (a) => sprtFlare.scaleY = a, 0.3 * multiplier, 0.8, 1.5 * multiplier);
Action scaleAndRemove = new ActionSequence([scale, new ActionRemoveNode(sprtFlare)]);
Action fadeIn = new ActionTween( (a) => sprtFlare.opacity = a, 0.0, 1.0, 0.5 * multiplier);
Action fadeOut = new ActionTween( (a) => sprtFlare.opacity = a, 1.0, 0.0, 1.0 * multiplier);
Action fadeInOut = new ActionSequence([fadeIn, fadeOut]);
actions.run(scaleAndRemove);
actions.run(fadeInOut);
}
explosionNode.position = position;
explosionNode.zPosition = 1010.0;
if (asteroidSize == AsteroidSize.large) {
explosionNode.scale = 1.5;
}
_gameLayer.addChild(explosionNode);
_soundPool.play(_sounds["explosion"]);
}
void update(double dt) {
// Move asteroids
for (Asteroid asteroid in _asteroids) {
asteroid.position = pointAdd(asteroid.position, asteroid._movementVector);
}
// Move lasers and remove expired lasers
for (int i = _lasers.length - 1; i >= 0; i--) {
Laser laser = _lasers[i];
laser.move();
if (laser._frameCount > _lifeTimeLaser) {
laser.removeFromParent();
_lasers.removeAt(i);
}
}
// Apply thrust to ship
if (_joystickX != 0.0 || _joystickY != 0.0) {
_ship.thrust(_joystickX, _joystickY);
}
// Move ship
_ship.move();
_shield.position = _ship.position;
// Check collisions between asteroids and lasers
for (int i = _lasers.length -1; i >= 0; i--) {
// Iterate over all the lasers
Laser laser = _lasers[i];
for (int j = _asteroids.length - 1; j >= 0; j--) {
// Iterate over all the asteroids
Asteroid asteroid = _asteroids[j];
// Check for collision
if (pointQuickDist(laser.position, asteroid.position) < laser.radius + asteroid.radius) {
// Remove laser
laser.removeFromParent();
_lasers.removeAt(i);
// Add asteroids and explosions
if (asteroid._asteroidSize == AsteroidSize.large) {
for (int a = 0; a < 3; a++) addAsteroid(AsteroidSize.medium, asteroid.position);
}
else if (asteroid._asteroidSize == AsteroidSize.medium) {
for (int a = 0; a < 5; a++) addAsteroid(AsteroidSize.small, asteroid.position);
}
addExplosion(asteroid._asteroidSize, asteroid.position);
// Remove asteroid
asteroid.removeFromParent();
_asteroids.removeAt(j);
// Scoring
if (asteroid._asteroidSize == AsteroidSize.large)
addScore(100);
else if (asteroid._asteroidSize == AsteroidSize.medium)
addScore(50);
else
addScore(10);
break;
}
}
}
// Check collisions between asteroids and ship
if (_numFrames > _numFramesShieldActive) {
// Shield is no longer active
for (int i = _asteroids.length - 1; i >= 0; i--) {
// Iterate over all the asteroids
Asteroid asteroid = _asteroids[i];
if (pointQuickDist(asteroid.position, _ship.position) < asteroid.radius + _ship.radius) {
killShip();
}
}
}
// Move objects to center camera and warp objects around the edges
centerCamera();
warpObjects();
// Check for level up
if (_asteroids.length == 0) {
_currentLevel++;
setupLevel(_currentLevel);
}
// Update shield
if (_numFrames > _numFramesShieldActive) _shield.visible = false;
else if (_numFrames > _numFramesShieldActive - _numFramesShieldFlickers) _shield.visible = !_shield.visible;
// Check for exit back to main screen
if (_isGameOver && _numFrames - _gameOverFrame == 60) {
_navigator.pop();
}
_numFrames++;
}
void centerCamera() {
const cameraDampening = 0.1;
Point delta = new Point(_gameSizeWidth/2 - _ship.position.x, _gameSizeHeight/2 - _ship.position.y);
delta = pointMult(delta, cameraDampening);
for (Node child in _gameLayer.children) {
child.position = pointAdd(child.position, delta);
}
// Update starfield
_starField.move(delta.x, delta.y);
}
void warpObjects() {
for (Node child in _gameLayer.children) {
if (child.position.x < 0) child.position = pointAdd(child.position, new Point(_gameSizeWidth, 0.0));
if (child.position.x >= _gameSizeWidth) child.position = pointAdd(child.position, new Point(-_gameSizeWidth, 0.0));
if (child.position.y < 0) child.position = pointAdd(child.position, new Point(0.0, _gameSizeHeight));
if (child.position.y >= _gameSizeHeight) child.position = pointAdd(child.position, new Point(0.0, -_gameSizeHeight));
}
}
void killShip() {
if (_isGameOver) return;
// Set game over
_isGameOver = true;
_gameOverFrame = _numFrames;
_gameOverCallback(_hud.score);
// Remove the ship
_ship.visible = false;
// Add an explosion
addExplosion(AsteroidSize.large, _ship.position);
}
// Handling controls
void controlSteering(double x, double y) {
// Reset controls if it's game over
if (_isGameOver) {
x = y = 0.0;
}
_joystickX = x;
_joystickY = y;
}
void controlFire() {
// Don't shoot if it's game over
if (_isGameOver) return;
addLaser();
}
// Handle pointer events
int _firstPointer = -1;
int _secondPointer = -1;
Point _firstPointerDownPos;
bool handleEvent(SpriteBoxEvent event) {
Point pointerPos = convertPointToNodeSpace(event.boxPosition);
int pointer = event.pointer;
switch (event.type) {
case 'pointerdown':
if (_firstPointer == -1) {
// Assign the first pointer
_firstPointer = pointer;
_firstPointerDownPos = pointerPos;
}
else if (_secondPointer == -1) {
// Assign second pointer
_secondPointer = pointer;
controlFire();
}
else {
// There is a pointer used for steering, let's fire instead
controlFire();
}
break;
case 'pointermove':
if (pointer == _firstPointer) {
// Handle turning control
double joystickX = 0.0;
double deltaX = pointerPos.x - _firstPointerDownPos.x;
if (deltaX > _steeringThreshold || deltaX < -_steeringThreshold) {
joystickX = (deltaX - _steeringThreshold)/(_steeringMax - _steeringThreshold);
if (joystickX > 1.0) joystickX = 1.0;
if (joystickX < -1.0) joystickX = -1.0;
}
double joystickY = 0.0;
double deltaY = pointerPos.y - _firstPointerDownPos.y;
if (deltaY > _steeringThreshold || deltaY < -_steeringThreshold) {
joystickY = (deltaY - _steeringThreshold)/(_steeringMax - _steeringThreshold);
if (joystickY > 1.0) joystickY = 1.0;
if (joystickY < -1.0) joystickY = -1.0;
}
controlSteering(joystickX, joystickY);
}
break;
case 'pointerup':
case 'pointercancel':
if (pointer == _firstPointer) {
// Un-assign the first pointer
_firstPointer = -1;
_firstPointerDownPos = null;
controlSteering(0.0, 0.0);
}
else if (pointer == _secondPointer) {
_secondPointer = -1;
}
break;
default:
break;
}
return true;
}
// Scoring and HUD
void addScore(int score) {
_hud.score += score;
}
}
// Game objects
enum AsteroidSize {
small,
medium,
large,
}
class Asteroid extends Sprite {
Point _movementVector;
AsteroidSize _asteroidSize;
double _radius;
double get radius {
if (_radius != null) return _radius;
if (_asteroidSize == AsteroidSize.small) _radius = _smlAsteroidRadius;
else if (_asteroidSize == AsteroidSize.medium) _radius = _medAsteroidRadius;
else if (_asteroidSize == AsteroidSize.large) _radius = _lrgAsteroidRadius;
return _radius;
}
Asteroid(SpriteSheet spriteSheet, AsteroidSize this._asteroidSize) {
size = new Size(radius * 2.0, radius * 2.0);
position = new Point(_gameSizeWidth * _rand.nextDouble(), _gameSizeHeight * _rand.nextDouble());
rotation = 360.0 * _rand.nextDouble();
if (_asteroidSize == AsteroidSize.small) {
texture = spriteSheet["asteroid_small_${_rand.nextInt(2)}.png"];
} else {
texture = spriteSheet["asteroid_big_${_rand.nextInt(2)}.png"];
}
_movementVector = new Point(_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed,
_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed);
userInteractionEnabled = true;
// Rotate forever
double direction = (_rand.nextBool()) ? 360.0 : -360.0;
ActionTween rot = new ActionTween( (a) => rotation = a, 0.0, direction, 2.0 * _rand.nextDouble() + 2.0);
ActionRepeatForever repeat = new ActionRepeatForever(rot);
actions.run(repeat);
}
bool handleEvent(SpriteBoxEvent event) {
if (event.type == "pointerdown") {
actions.stopWithTag("fade");
colorOverlay = new Color(0x99ffffff);
}
else if (event.type == "pointerup") {
// Fade out the color overlay
Action fadeOut = new ActionTween((a) => this.colorOverlay = a, new Color(0x99ffffff), new Color(0x00ffffff), 1.0);
Action fadeOutAndRemove = new ActionSequence([fadeOut, new ActionCallFunction(() => this.colorOverlay = null)]);
actions.run(fadeOutAndRemove, "fade");
}
return false;
}
}
class Ship extends Sprite {
Vector2 _movementVector;
double _rotationTarget;
double radius = _shipRadius;
Ship(Texture img) : super(img) {
_movementVector = new Vector2.zero();
rotation = _rotationTarget = 270.0;
// Create sprite
size = new Size(_shipRadius * 2.0, _shipRadius * 2.0);
position = new Point(_gameSizeWidth/2.0, _gameSizeHeight/2.0);
}
void thrust(double x, double y) {
_rotationTarget = convertRadians2Degrees(Math.atan2(y, x));
Vector2 directionVector = new Vector2(x, y).normalize();
_movementVector.addScaled(directionVector, 1.0);
}
void move() {
position = new Point(position.x + _movementVector[0], position.y + _movementVector[1]);
_movementVector.scale(0.9);
rotation = dampenRotation(rotation, _rotationTarget, 0.1);
}
}
class Laser extends Sprite {
int _frameCount = 0;
Point _movementVector;
double radius = 20.0;
Laser(Texture img, Ship ship) : super(img) {
size = new Size(30.0, 30.0);
position = ship.position;
rotation = ship.rotation + 90.0;
transferMode = sky.TransferMode.plus;
double rotRadians = convertDegrees2Radians(rotation);
_movementVector = pointMult(new Point(Math.sin(rotRadians), -Math.cos(rotRadians)), 10.0);
_movementVector = new Point(_movementVector.x + ship._movementVector[0], _movementVector.y + ship._movementVector[1]);
}
void move() {
position = pointAdd(position, _movementVector);
_frameCount++;
}
}
// Background starfield
class StarField extends NodeWithSize {
sky.Image _image;
int _numStars;
bool _autoScroll;
List<Point> _starPositions;
List<double> _starScales;
List<Rect> _rects;
List<Color> _colors;
Paint _paint = new Paint()
..setFilterQuality(sky.FilterQuality.low)
..isAntiAlias = false
..setTransferMode(sky.TransferMode.plus);
StarField(SpriteSheet spriteSheet, this._numStars, [this._autoScroll = false]) : super(new Size(1024.0, 1024.0)) {
_starPositions = [];
_starScales = [];
_colors = [];
_rects = [];
for (int i = 0; i < _numStars; i++) {
_starPositions.add(new Point(_rand.nextDouble() * _gameSizeWidth, _rand.nextDouble() * _gameSizeHeight));
_starScales.add(_rand.nextDouble());
_colors.add(new Color.fromARGB((255.0 * (_rand.nextDouble() * 0.5 + 0.5)).toInt(), 255, 255, 255));
_rects.add(spriteSheet["star_${_rand.nextInt(2)}.png"].frame);
}
_image = spriteSheet.image;
}
void paint(PaintingCanvas canvas) {
// Create a transform for each star
List<sky.RSTransform> transforms = [];
for (int i = 0; i < _numStars; i++) {
sky.RSTransform transform = new sky.RSTransform(_starScales[i], 0.0, _starPositions[i].x, _starPositions[i].y);
transforms.add(transform);
}
// Draw the stars
canvas.drawAtlas(_image, transforms, _rects, _colors, sky.TransferMode.modulate, null, _paint);
}
void move(double dx, double dy) {
for (int i = 0; i < _numStars; i++) {
double xPos = _starPositions[i].x;
double yPos = _starPositions[i].y;
double scale = _starScales[i];
xPos += dx * scale;
yPos += dy * scale;
if (xPos >= _gameSizeWidth) xPos -= _gameSizeWidth;
if (xPos < 0) xPos += _gameSizeWidth;
if (yPos >= _gameSizeHeight) yPos -= _gameSizeHeight;
if (yPos < 0) yPos += _gameSizeHeight;
_starPositions[i] = new Point(xPos, yPos);
}
}
void update(double dt) {
if (_autoScroll) {
move(dt * 100.0, 0.0);
}
}
}
class Hud extends NodeWithSize {
SpriteSheet spriteSheetUI;
Sprite sprtBgScore;
Sprite sprtBgShield;
bool _dirtyScore = true;
int _score = 0;
int get score => _score;
set score(int score) {
_score = score;
_dirtyScore = true;
}
Hud(this.spriteSheetUI) : super(Size.zero) {
pivot = Point.origin;
sprtBgScore = new Sprite(spriteSheetUI["scoreboard.png"]);
sprtBgScore.pivot = new Point(1.0, 0.0);
sprtBgScore.scale = 0.6;
addChild(sprtBgScore);
sprtBgShield = new Sprite(spriteSheetUI["bar_shield.png"]);
sprtBgShield.pivot = Point.origin;
sprtBgShield.scale = 0.6;
// TODO: Add shield
//addChild(sprtBgShield);
}
void spriteBoxPerformedLayout() {
// Set the size and position of HUD display
position = spriteBox.visibleArea.topLeft;
size = spriteBox.visibleArea.size;
// Position hud objects
sprtBgShield.position = new Point(20.0, 20.0);
sprtBgScore.position = new Point(size.width - 20.0, 20.0);
}
void update(double dt) {
// Update score
if (_dirtyScore) {
sprtBgScore.removeAllChildren();
String scoreStr = _score.toString();
double xPos = -50.0;
for (int i = scoreStr.length - 1; i >= 0; i--) {
String numStr = scoreStr.substring(i, i + 1);
Sprite numSprt = new Sprite(spriteSheetUI["number_$numStr.png"]);
numSprt.position = new Point(xPos, 49.0);
sprtBgScore.addChild(numSprt);
xPos -= 37.0;
}
_dirtyScore = false;
}
// Update power bar
}
}
class Nebula extends Node {
Nebula.withImage(sky.Image img) {
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 2; j++) {
Sprite sprt = new Sprite.fromImage(img);
sprt.transferMode = sky.TransferMode.plus;
sprt.pivot = Point.origin;
sprt.position = new Point(i * _gameSizeWidth - _gameSizeWidth, j * _gameSizeHeight - _gameSizeHeight);
addChild(sprt);
}
}
}
}
// Convenience methods
Point pointAdd(Point a, Point b) {
return new Point(a.x+ b.x, a.y + b.y);
}
Point pointMult(Point a, double multiplier) {
return new Point(a.x * multiplier, a.y * multiplier);
}
double dampenRotation(double src, double dst, double dampening) {
double delta = dst - src;
while (delta > 180.0) delta -= 360;
while (delta < -180) delta += 360;
delta *= dampening;
return src + delta;
}
double pointQuickDist(Point a, Point b) {
double dx = a.x - b.x;
double dy = a.y - b.y;
if (dx < 0.0) dx = -dx;
if (dy < 0.0) dy = -dy;
if (dx > dy) {
return dx + dy/2.0;
}
else {
return dy + dx/2.0;
}
}
...@@ -77,10 +77,19 @@ main() async { ...@@ -77,10 +77,19 @@ main() async {
class GameDemoApp extends App { class GameDemoApp extends App {
NavigationState _navigationState; NavigationState _navigationState;
GameDemoWorld _game; NodeWithSize _game;
int _lastScore = 0; int _lastScore = 0;
void initState() { void initState() {
// _game = new GameDemoNode(
// _imageMap,
// _spriteSheet,
// _spriteSheetUI,
// _sounds,
// (lastScore) {
// setState(() {_lastScore = lastScore;});
// });
_navigationState = new NavigationState([ _navigationState = new NavigationState([
new Route( new Route(
name: '/', name: '/',
...@@ -112,24 +121,23 @@ class GameDemoApp extends App { ...@@ -112,24 +121,23 @@ class GameDemoApp extends App {
} }
Widget _buildGameScene(navigator, route) { Widget _buildGameScene(navigator, route) {
return new SpriteWidget(_game); return new SpriteWidget(_game, SpriteBoxTransformMode.fixedWidth);
} }
Widget _buildMainScene(navigator, route) { Widget _buildMainScene(navigator, route) {
return new Stack([ return new Stack([
new SpriteWidget(new MainScreenBackground()), new SpriteWidget(new MainScreenBackground(), SpriteBoxTransformMode.fixedWidth),
new Flex([ new Flex([
new TextureButton( new TextureButton(
onPressed: () { onPressed: () {
_game = new GameDemoWorld( _game = new GameDemoNode(
_app,
navigator,
_imageMap, _imageMap,
_spriteSheet, _spriteSheet,
_spriteSheetUI, _spriteSheetUI,
_sounds, _sounds,
(lastScore) { (lastScore) {
setState(() {_lastScore = lastScore;}); setState(() {_lastScore = lastScore;});
navigator.pop();
} }
); );
navigator.pushNamed('/game'); navigator.pushNamed('/game');
...@@ -243,14 +251,19 @@ class _TextureButtonToken { ...@@ -243,14 +251,19 @@ class _TextureButtonToken {
} }
class MainScreenBackground extends NodeWithSize { class MainScreenBackground extends NodeWithSize {
MainScreenBackground() : super(new Size(1024.0, 1024.0)) { MainScreenBackground() : super(new Size(320.0, 320.0)) {
Sprite sprtBackground = new Sprite.fromImage(_imageMap['assets/starfield.png']); // Sprite sprtBackground = new Sprite.fromImage(_imageMap['assets/starfield.png']);
sprtBackground.position = new Point(512.0, 512.0); // sprtBackground.position = new Point(160.0, 160.0);
addChild(sprtBackground); // addChild(sprtBackground);
assert(_spriteSheet.image != null); assert(_spriteSheet.image != null);
StarField starField = new StarField(_spriteSheet, 200, true); StarField starField = new StarField(_spriteSheet, 200, true);
addChild(starField); 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);
}
} }
...@@ -80,4 +80,21 @@ class GameMath { ...@@ -80,4 +80,21 @@ class GameMath {
} }
} }
} }
static double pointQuickDist(Point a, Point b) {
double dx = a.x - b.x;
double dy = a.y - b.y;
if (dx < 0.0) dx = -dx;
if (dy < 0.0) dy = -dy;
if (dx > dy) {
return dx + dy/2.0;
}
else {
return dy + dx/2.0;
}
}
static double filter (double a, double b, double filterFactor) {
return (a * (1-filterFactor)) + b * filterFactor;
}
} }
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