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flutter - 使用 Flame 定位 SpriteComponent

转载 作者:行者123 更新时间:2023-12-03 03:24:09 24 4
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更新 :我创建了一个较小的示例,可能更好地说明了本期中的问题:https://github.com/flame-engine/flame/issues/200

短版:

我正在实例化 SpriteComponents在位置 (50, 50), (50, 100), (100, 50), (100, 100).
但是,渲染后它们看起来像这样:
enter image description here

是什么产生了这种奇怪的偏移量?如何正确渲染 SpriteComponents ?

更长的版本(带代码):
我想通过实现类似 bunnymark 来测试火焰的性能。 .
作为节省性能的第一次尝试,我正在加载单个 Sprite并用它来生产许多SpriteComponents .
SpriteComponent包裹在 Bunny 中类(class)。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) {}
}

兔子在我的游戏类中被实例化:
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);
}
}

游戏从 main.dart 开始:
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);
}

最佳答案

由于您使用的是 Game而不是 BaseGame (这会为你做),你对你的render负责实现以重置每个 Sprite 的 Canvas 。

允许组件在 Canvas 上进行任何他们想要的修改,并且需要重置 BaseGame(或在您的情况下为 Game)。

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,请查看 BaseGame为您解决很多这些问题的类(class):)

关于flutter - 使用 Flame 定位 SpriteComponent,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59570431/

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