Flame是一款基于Flutter的2D游戏引擎,今天我将使用它制作一款经典小游戏割绳子
基本物品准备
添加游戏背景
游戏的背景图片资源包含多个图片,这里通过Sprite
的截取功能裁出来我们需要的部分,然后添加到游戏中作为背景
final bgSprite = await Sprite.load("bgr_01_hd.jpeg",
images: images,
srcSize: Vector2(770, 1036),
srcPosition: Vector2(0, 0));
final bgComponent = SpriteComponent(sprite: bgSprite)
..anchor = Anchor.center
..position = Vector2(size.x * 0.5, size.y * 0.5);
add(bgComponent);
小怪兽
小怪兽的Sprite Sheet图如下,想要使用它构建动画,需要知道每一个Sprite的大小以及偏移的位置,这些数据需要一些手段获取,我硬编码在了项目中。
新建CTRPlayer
类表示小怪兽,他继承自PositionComponent
class CTRPlayer extends PositionComponent {
...
}
通过Sprite大小和偏移数据构建小怪兽的Sprite
列表,使用ImageComposition
整合出符合统一规范的Sprite
Future<List<Sprite>> _genSpriteSlices() async {
List<Sprite> sprites = [];
final List<Map<String, double>> rects = [
...
];
final List<Offset> offsets = spriteOffsets();
for (int i = 0; i < rects.length; ++i) {
final rect = rects[i];
final pos = Vector2(rect["x"]!, rect["y"]!);
final size = Vector2(rect["M"]!, rect["U"]!);
final sprite = await Sprite.load("char_animations.png",
srcPosition: pos, srcSize: size, images: images);
final offset = offsets[i];
final composition = ImageComposition()
..add(await sprite.toImage(), Vector2(offset.dx, offset.dy));
final composeImage = await composition.compose();
sprites.add(Sprite(composeImage));
}
return sprites;
}
List<Offset> spriteOffsets() {
final List<Map<String, double>> raw = [
...
];
List<Offset> offsets = [];
for (final pos in raw) {
offsets.add(Offset(pos["x"]! - 76, pos["y"]! - 83));
}
return offsets;
}
通过SpriteAnimationGroupComponent
管理小怪兽的多个动画,SpriteAnimationGroupComponent
可以将多组帧动画合并,并通过将current
设置为对应状态值快速切换动画
final animMap = {
CTRPlayerAnimState.reset: SpriteAnimation.spriteList(
_sprites.sublist(0, 1),
stepTime: 0.06,
loop: true),
CTRPlayerAnimState.eat: SpriteAnimation.spriteList(
_sprites.sublist(27, 40),
stepTime: 0.06,
loop: false),
CTRPlayerAnimState.idle1: SpriteAnimation.spriteList(
_sprites.sublist(64, 83),
stepTime: 0.06,
loop: false),
CTRPlayerAnimState.idle2: SpriteAnimation.spriteList(
_sprites.sublist(53, 61),
stepTime: 0.06,
loop: false),
};
_animationComponent = SpriteAnimationGroupComponent(
animations: animMap, current: CTRPlayerAnimState.reset);
接着我们让小怪兽在没吃到糖果前随机进行idle1
和idle2
两种动画,通过_lastIdleAnimElapsedTime
控制每8s尝试播放一次idle1
或者idle2
动画
@override
update(double dt) {
super.update(dt);
_lastIdleAnimElapsedTime += dt;
if (_lastIdleAnimElapsedTime > 8 &&
_animationComponent.current == CTRPlayerAnimState.reset &&
_animationComponent.current != CTRPlayerAnimState.eat) {
_lastIdleAnimElapsedTime = 0;
final states = [CTRPlayerAnimState.idle1, CTRPlayerAnimState.idle2];
final state = states[Random().nextInt(states.length)];
_animationComponent.current = state;
}
}
最后给小怪兽增加一个 duan~ duan~ duan~ 的效果,通过ScaleEffect
反复缩放实现
final charEffect = ScaleEffect.to(
Vector2(1.1, 0.9),
EffectController(
duration: 0.6,
reverseDuration: 0.3,
infinite: true,
curve: Curves.easeOutCubic));
_animationComponent.add(charEffect);
糖果
新建CTRCandy
类表示糖果,糖果只是简单的合并了前景图和背景图,原始素材上有闪光帧动画,想要添加的话,再增加一层SpriteAnimationComponent
展示即可
final candyBg = await Sprite.load("obj_candy_01.png",
images: images, srcPosition: Vector2(2, 2), srcSize: Vector2(87, 90));
_candyBgComponent = SpriteComponent(sprite: candyBg)
..anchor = Anchor.center
..position = Vector2(6, 13);
add(_candyBgComponent);
final candyFg = await Sprite.load("obj_candy_01.png",
images: images, srcPosition: Vector2(2, 95), srcSize: Vector2(60, 60));
_candyFgComponent = SpriteComponent(sprite: candyFg)
..anchor = Anchor.center
..position = Vector2(0, 0);
add(_candyFgComponent);
固定点
固定点和糖果类似,也只是简单的合并了前景图和背景图,新建了CTRHook
类表示
final hookBg = await Sprite.load("obj_hook_01.png",
images: images, srcPosition: Vector2(2, 2), srcSize: Vector2(50, 50));
final hookBgComponent = SpriteComponent(sprite: hookBg)
..anchor = Anchor.topLeft
..position = Vector2(0, 0);
add(hookBgComponent);
final hookFg = await Sprite.load("obj_hook_01.png",
images: images, srcPosition: Vector2(2, 55), srcSize: Vector2(15, 14));
final hookFgComponent = SpriteComponent(sprite: hookFg)
..anchor = Anchor.center
..position = Vector2(25, 25);
add(hookFgComponent);
星星
星星包含两组动画,旋转和消失,新建CTRStar
类表示并通过SpriteAnimationGroupComponent
管理动画
final idleSprites = await _idleSprites();
final disappearSprites = await _disappearSprites();
final animMap = {
CTRStarState.idle: SpriteAnimation.spriteList(idleSprites.sublist(1, 18),
stepTime: 0.05, loop: true),
CTRStarState.disappear: SpriteAnimation.spriteList(
disappearSprites.sublist(0, 12),
stepTime: 0.05,
loop: false),
};
_animationComponent = SpriteAnimationGroupComponent(
animations: animMap, current: CTRStarState.idle);
_animationComponent.position = Vector2(0, 0);
_animationComponent.anchor = Anchor.topLeft;
add(_animationComponent);
绳子模拟
创建CTRRope
类表示绳子
物理模拟
绳子的模拟采用了多个BodyComponent
使用RopeJoint
链接的方式实现,首先创建CTRRopeSegment
表示绳子的一段,它继承自BodyComponent
,主要支持物理模拟,不参与渲染
class CTRRopeSegment extends BodyComponent {
final Offset pos;
late Vector2 _size;
bool isBreak = false;
CTRRopeSegment({this.pos = const Offset(0, 0)}) {
_size = Vector2(10, 10);
renderBody = false;
}
@override
Body createBody() {
final bodyDef = BodyDef(
type: BodyType.dynamic,
userData: this,
position: Vector2(pos.dx, pos.dy));
return world.createBody(bodyDef)
..createFixtureFromShape(CircleShape()..radius = _size.x * 0.5,
density: 1, friction: 0, restitution: 0);
}
}
接着还需要创建另一个类CTRRopePin
,它和CTRRopeSegment
类似,但是他不能动,用与将绳子的一头固定
class CTRRopePin extends BodyComponent {
double size;
Offset pos;
CTRRopePin({this.size = 20, this.pos = const Offset(0, 20)}) {
renderBody = false;
}
@override
Body createBody() {
final bodyDef = BodyDef(
type: BodyType.static,
userData: this,
position: Vector2(this.pos.dx, this.pos.dy));
return world.createBody(bodyDef)
..createFixtureFromShape(CircleShape()..radius = size * 0.5,
friction: 0.2, restitution: 0.5);
}
}
万事俱备,将它们凑成一根绳子
final pin = CTRRopePin(pos: Offset(startPosition.dx, startPosition.dy));
add(pin);
await Future.wait([pin.loaded]);
const ropeSegLen = 8.0;
final ropeSegCount = length ~/ ropeSegLen;
final deltaOffset = (endPosition - startPosition);
final space = deltaOffset.distance / ropeSegCount;
final dirVec = deltaOffset / deltaOffset.distance;
CTRRopeSegment? lastRopeSeg;
for (int i = 0; i < ropeSegCount; ++i) {
final seg =
CTRRopeSegment(pos: dirVec * i.toDouble() * space + startPosition);
add(seg);
await Future.wait([seg.loaded]);
final jointDef = RopeJointDef()
..bodyA = lastRopeSeg?.body ?? pin.body
..bodyB = seg.body
..maxLength = ropeSegLen;
game.world.createJoint(RopeJoint(jointDef));
lastRopeSeg = seg;
_ropSegs.add(seg);
}
首先创建CTRRopePin
作为绳子的开端,然后通过各种参数计算出需要多少个CTRRopeSegment
,最后通过RopeJoint
逐个相连。打开CTRRopeSegment
的renderBody
,可以大致看出绳子的模拟效果
绳子渲染
游戏中绳子是两种颜色相间的,我们可以在CTRRope
的void render(Canvas canvas)
中进行自定义绘制,首先准备好要绘制的点和两种颜色的Paint
List<Offset> points = [];
points.add(startPosition);
final paint1 = Paint()
..color = const Color(0xff815c3c)
..style = PaintingStyle.stroke
..strokeWidth = 5
..strokeJoin = StrokeJoin.round
..strokeCap = StrokeCap.round;
final paint2 = Paint()
..color = const Color.fromARGB(255, 65, 44, 27)
..style = PaintingStyle.stroke
..strokeWidth = 5
..strokeJoin = StrokeJoin.round
..strokeCap = StrokeCap.round;
for (int i = 0; i < _ropSegs.length; i++) {
final currenPt = _ropSegs[i].position;
points.add(Offset(currenPt.x, currenPt.y));
}
接着每隔4段更换一次颜色,并通过drawLine
绘制绳子
final newPoints = points;
bool togglePaint = false;
for (int i = 0; i < newPoints.length - 1; i++) {
if (i % 4 == 0) {
togglePaint = !togglePaint;
}
final paint = togglePaint ? paint1 : paint2;
canvas.drawLine(Offset(newPoints[i].dx, newPoints[i].dy),
Offset(newPoints[i + 1].dx, newPoints[i + 1].dy), paint);
}
如何切断绳子
切断绳子需要解决2个问题,一个是如何判断哪一段被切到,还有就是切完之后渲染不正确的问题。
如何判断哪一段被切到
我采用了一个简单的方案,创建一个继承自BodyComponent
的类CTRScissors
,手指移动时控制它的位置,如果它和CTRRopeSegment
发生的碰撞,则从被碰撞的CTRRopeSegment
处切断绳子
class CTRScissors extends BodyComponent with ContactCallbacks {
bool valid = true;
CTRScissors() {
renderBody = false;
}
updatePosition(Vector2 newPos) {
body.setTransform(newPos, 0);
}
@override
Body createBody() {
const bodySize = 20.0;
final bodyDef = BodyDef(
type: BodyType.dynamic,
gravityOverride: Vector2(0, 0),
userData: this,
bullet: true,
position: Vector2(0, 0));
return world.createBody(bodyDef)
..createFixtureFromShape(CircleShape()..radius = bodySize * 0.5,
density: 1, friction: 0.2, restitution: 0.5);
}
@override
void beginContact(Object other, Contact contact) {
super.beginContact(other, contact);
if (other is CTRRopeSegment) {
if (valid && !other.isBreak) {
other.removeFromParent();
other.isBreak = true;
}
}
}
}
other.removeFromParent();
会直接让绳子变成2段,other.isBreak = true;
则是用于防止多次移除和解决切断后渲染问题
切完之后如何渲染
只需要做一些小改动,首先如果CTRRopeSegment
的isBreak
为true
,添加一个-1,-1
点到points
中
for (int i = 0; i < _ropSegs.length; i++) {
final currenPt = _ropSegs[i].position;
if (_ropSegs[i].isBreak) {
points.add(const Offset(-1, -1));
} else {
points.add(Offset(currenPt.x, currenPt.y));
}
}
接着绘制时发现当前点或者接下来一个点坐标都小于0,直接不绘制
for (int i = 0; i < newPoints.length - 1; i++) {
if (i % 4 == 0) {
togglePaint = !togglePaint;
}
final paint = togglePaint ? paint1 : paint2;
if ((newPoints[i + 1].dx < 0 && newPoints[i + 1].dy < 0) ||
(newPoints[i].dx < 0 && newPoints[i].dy < 0)) {
continue;
}
canvas.drawLine(Offset(newPoints[i].dx, newPoints[i].dy),
Offset(newPoints[i + 1].dx, newPoints[i + 1].dy), paint);
}
将糖果挂到绳子上
糖果想要挂载到绳子上,首先自己需要继承BodyComponent
,然后将自身传递给CTRRope
,CTRRope
增加attachComponent
用于接收挂载物
final Offset startPosition;
final BodyComponent? attachComponent;
final double length;
final List<CTRRopeSegment> _ropSegs = [];
CTRRope(
{this.startPosition = const Offset(0, 0),
this.length = 100,
this.attachComponent});
CTRRope
发现挂载物不为空时,创建RopeJoint
将绳子最后一段和挂载物连接起来
if (attachComponent != null) {
final jointDef = RopeJointDef()
..bodyA = lastRopeSeg?.body ?? pin.body
..bodyB = attachComponent!.body
..maxLength = ropeSegLen;
game.world.createJoint(RopeJoint(jointDef));
}
采集星星
糖果和星星的碰撞检测,我使用了flame的CollisionCallbacks
,但是我发现无法直接给继承自BodyComponent
的CTRCandy
开启CollisionCallbacks
,只能新建一个专门用于碰撞检测的组件
class CTRCandyCollisionComponent extends PositionComponent
with CollisionCallbacks {
final WeakReference<CTRCandy>? candy;
CTRCandyCollisionComponent({this.candy});
@override
FutureOr<void> onLoad() {
size = Vector2(40, 40);
add(CircleHitbox(radius: 30)
..anchor = Anchor.center
..position = Vector2(0, 0));
return super.onLoad();
}
@override
void onCollisionStart(
Set<Vector2> intersectionPoints, PositionComponent other) {
super.onCollisionStart(intersectionPoints, other);
if (other is CTRStar) {
other.disappear();
}
}
}
但是这个组件如果直接add
到CTRCandy
上,CollisionCallbacks
依然无法生效,经过尝试,我将它挂载到了根节点上,并通过update
同步CTRCandy
和CTRCandyCollisionComponent
的位置
class CTRCandy extends BodyComponent {
...
@override
Future<void> onLoad() async {
...
collisionComponent = CTRCandyCollisionComponent(candy: WeakReference(this));
parent?.add(collisionComponent);
...
}
@override
void update(double dt) {
super.update(dt);
collisionComponent.position = body.position;
}
}
CTRStar
继承自PositionComponent
,所以直接加一个CircleHitbox
即可
add(CircleHitbox(radius: 10)
..anchor = Anchor.center
..position = size * 0.5);
碰撞时,调用CTRStar
的disappear()
触发消失动画,CTRStar
通过对animationTickers
的监控,在动画结束时销毁自己
disappear() {
_animationComponent.current = CTRStarState.disappear;
_animationComponent.animationTickers?[CTRStarState.disappear]?.onComplete =
() {
removeFromParent();
};
}
怪兽吃到糖果
怪兽和糖果之间也是采用的CollisionCallbacks
进行检测
@override
void onCollisionStart(
Set<Vector2> intersectionPoints, PositionComponent other) {
super.onCollisionStart(intersectionPoints, other);
if (other is CTRCandyCollisionComponent) {
other.candy?.target?.beEaten();
eat();
}
}
发现怪兽碰撞到了糖果,调用糖果的beEaten
触发fadeOut效果,通过OpacityEffect
实现
beEaten() {
_candyBgComponent.add(OpacityEffect.fadeOut(EffectController(duration: 0.3))
..removeOnFinish = false);
_candyFgComponent.add(OpacityEffect.fadeOut(EffectController(duration: 0.3))
..removeOnFinish = false);
}
eat();
则是触发了小怪兽的干饭动画
eat() {
_animationComponent.animationTickers?[CTRPlayerAnimState.eat]?.reset();
_animationComponent.current = CTRPlayerAnimState.eat;
}
合在一起,布置一个关卡
首先添加小怪兽
_player = CTRPlayer(images: images)
..anchor = Anchor.center
..position = Vector2(size.x * 0.8, size.y * 0.8);
add(_player);
然后布置小星星
add(CTRStar(images: images)
..anchor = Anchor.center
..position = Vector2(100, 400));
add(CTRStar(images: images)
..anchor = Anchor.center
..position = Vector2(220, 430));
add(CTRStar(images: images)
..anchor = Anchor.center
..position = Vector2(320, 530));
接下来创建糖果但是不添加
final candy = CTRCandy(images: images, pos: Offset(100, 200));
最后布置绳子并添加糖果
{
final hook = CTRHook(images: images)
..anchor = Anchor.center
..position = Vector2(100, 100);
final rope = CTRRope(
startPosition: hook.position.toOffset(),
attachComponent: candy,
length: 200);
add(rope);
add(hook);
}
{
final hook = CTRHook(images: images)
..anchor = Anchor.center
..position = Vector2(250, 100);
final rope = CTRRope(
startPosition: hook.position.toOffset(),
attachComponent: candy,
length: 300);
add(rope);
add(hook);
}
add(candy);
就可以得到开头的游戏场景啦~
接下来...
简单总结一下,这个小游戏主要涉及以下技术点
-
SpriteAnimationComponent
和SpriteAnimationGroupComponent
的使用 -
flame_forge2d
的基础用法和RopeJoint
的使用 -
flame
碰撞检测的使用
访问 https://github.com/BuildMyGame/FlutterFlameGames 可以获取完整代码,更多细节阅读代码就可以知道了哦~