使用 Flame 定位 SpriteComponent
SpriteComponent positioning with Flame
UPDATE:我创建了一个更小的示例,可能更好地说明了这个问题中的问题:https://github.com/flame-engine/flame/issues/200
短版:
我在 (50, 50), (50, 100), (100, 50), (100, 100).
位置实例化 SpriteComponents
但是,渲染后它们看起来像这样:
是什么产生了这种奇怪的偏差?如何正确渲染 SpriteComponents
?
更长的版本(带代码):
我想通过实现 bunnymark 之类的东西来测试 flame 的性能。
作为节省性能的第一次尝试,我正在加载一个 Sprite
并使用它来生成许多 SpriteComponents
.
SpriteComponent
包裹在 Bunny
class 中。现在它什么都不做,最终它会处理运动:
import 'dart:ui';
import 'package:flame/components/component.dart';
import 'package:flame/sprite.dart';
class Bunny {
SpriteComponent bunny;
Bunny(Sprite bunnySprite, double x, double y, double w, double h)
: this.bunny =
SpriteComponent.fromSprite(w, h, bunnySprite) {
bunny.x = x;
bunny.y = y;
}
void render(Canvas c) {
bunny.render(c);
}
void update(double t) {}
}
兔子在我的游戏中被实例化了class:
import 'dart:ui';
import 'package:bunnymark/components/bunny.dart';
import 'package:flame/flame.dart';
import 'package:flame/game.dart';
import 'package:flame/sprite.dart';
import 'package:flutter/cupertino.dart';
class BunnyMark extends Game {
Size screenSize;
List<Bunny> bunnies;
Sprite bunnySprite;
BunnyMark() {
initialize();
}
void initialize() async {
resize(await Flame.util.initialDimensions());
bunnies = List<Bunny>();
bunnySprite = Sprite('rabbitv3_tron.png');
bunnies.add(Bunny(bunnySprite, 50, 50, 30, 30));
bunnies.add(Bunny(bunnySprite, 50, 100, 30, 30));
bunnies.add(Bunny(bunnySprite, 100, 100, 30, 30));
bunnies.add(Bunny(bunnySprite, 100, 50, 30, 30));
}
void render(Canvas canvas) {
Rect bgRect = Rect.fromLTWH(0, 0, screenSize.width, screenSize.height);
Paint bgPaint = Paint();
bgPaint.color = Color(0xff000000);
canvas.drawRect(bgRect, bgPaint);
bunnies.forEach((bunny) {
bunny.render(canvas);
});
}
void update(double t) {
bunnies.forEach((bunny) => bunny.update(t));
}
void resize(Size size) {
screenSize = size;
super.resize(size);
}
}
游戏开始于main.dart:
import 'package:bunnymark/bunnymark.dart';
import 'package:flame/util.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
void main() async {
WidgetsFlutterBinding.ensureInitialized();
Util flameUtil = Util();
await flameUtil.fullScreen();
await flameUtil.setOrientation(DeviceOrientation.portraitUp);
BunnyMark game = BunnyMark();
runApp(game.widget);
}
由于您使用的是 Game
而不是 BaseGame
(这会为您做到这一点),因此您有责任在 render
实施中每次重置 canvas精灵.
允许组件在 Canvas 上进行他们想要的任何修改,并且需要重置 BaseGame(或您的情况下的游戏)。
所以当你这样做时
bunnies.forEach((bunny) {
bunny.render(canvas);
});
您可能想要执行以下操作:
bunnies.forEach((bunny) {
canvas.save();
bunny.render(canvas);
canvas.restore();
});
或者,作为替代方案,看看 BaseGame
class 可以为您解决很多问题 :)
UPDATE:我创建了一个更小的示例,可能更好地说明了这个问题中的问题:https://github.com/flame-engine/flame/issues/200
短版:
我在 (50, 50), (50, 100), (100, 50), (100, 100).
SpriteComponents
但是,渲染后它们看起来像这样:
是什么产生了这种奇怪的偏差?如何正确渲染 SpriteComponents
?
更长的版本(带代码):
我想通过实现 bunnymark 之类的东西来测试 flame 的性能。
作为节省性能的第一次尝试,我正在加载一个 Sprite
并使用它来生成许多 SpriteComponents
.
SpriteComponent
包裹在 Bunny
class 中。现在它什么都不做,最终它会处理运动:
import 'dart:ui';
import 'package:flame/components/component.dart';
import 'package:flame/sprite.dart';
class Bunny {
SpriteComponent bunny;
Bunny(Sprite bunnySprite, double x, double y, double w, double h)
: this.bunny =
SpriteComponent.fromSprite(w, h, bunnySprite) {
bunny.x = x;
bunny.y = y;
}
void render(Canvas c) {
bunny.render(c);
}
void update(double t) {}
}
兔子在我的游戏中被实例化了class:
import 'dart:ui';
import 'package:bunnymark/components/bunny.dart';
import 'package:flame/flame.dart';
import 'package:flame/game.dart';
import 'package:flame/sprite.dart';
import 'package:flutter/cupertino.dart';
class BunnyMark extends Game {
Size screenSize;
List<Bunny> bunnies;
Sprite bunnySprite;
BunnyMark() {
initialize();
}
void initialize() async {
resize(await Flame.util.initialDimensions());
bunnies = List<Bunny>();
bunnySprite = Sprite('rabbitv3_tron.png');
bunnies.add(Bunny(bunnySprite, 50, 50, 30, 30));
bunnies.add(Bunny(bunnySprite, 50, 100, 30, 30));
bunnies.add(Bunny(bunnySprite, 100, 100, 30, 30));
bunnies.add(Bunny(bunnySprite, 100, 50, 30, 30));
}
void render(Canvas canvas) {
Rect bgRect = Rect.fromLTWH(0, 0, screenSize.width, screenSize.height);
Paint bgPaint = Paint();
bgPaint.color = Color(0xff000000);
canvas.drawRect(bgRect, bgPaint);
bunnies.forEach((bunny) {
bunny.render(canvas);
});
}
void update(double t) {
bunnies.forEach((bunny) => bunny.update(t));
}
void resize(Size size) {
screenSize = size;
super.resize(size);
}
}
游戏开始于main.dart:
import 'package:bunnymark/bunnymark.dart';
import 'package:flame/util.dart';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
void main() async {
WidgetsFlutterBinding.ensureInitialized();
Util flameUtil = Util();
await flameUtil.fullScreen();
await flameUtil.setOrientation(DeviceOrientation.portraitUp);
BunnyMark game = BunnyMark();
runApp(game.widget);
}
由于您使用的是 Game
而不是 BaseGame
(这会为您做到这一点),因此您有责任在 render
实施中每次重置 canvas精灵.
允许组件在 Canvas 上进行他们想要的任何修改,并且需要重置 BaseGame(或您的情况下的游戏)。
所以当你这样做时
bunnies.forEach((bunny) {
bunny.render(canvas);
});
您可能想要执行以下操作:
bunnies.forEach((bunny) {
canvas.save();
bunny.render(canvas);
canvas.restore();
});
或者,作为替代方案,看看 BaseGame
class 可以为您解决很多问题 :)