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Flutter Minimal Game Loop using Widgets
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//Modified Example from https://www.reddit.com/r/dartlang/comments/69luui/minimal_flutter_game_loop/ | |
import 'dart:math' as math; | |
import 'dart:ui'; | |
import 'package:flutter/material.dart'; | |
main() { | |
runApp(MyApp()); | |
} | |
class MyApp extends StatelessWidget { | |
@override | |
Widget build(BuildContext context) { | |
return MaterialApp( | |
home: MyPage(), | |
); | |
} | |
} | |
class MyGame extends CustomPainter { | |
final World world; | |
final double x; | |
final double y; | |
final double t; | |
MyGame(this.world, this.x, this.y, this.t); | |
@override | |
void paint(Canvas canvas, Size size) { | |
world.input(x, y); | |
world.update(t); | |
world.render(t, canvas); | |
} | |
@override | |
bool shouldRepaint(CustomPainter oldDelegate) => true; | |
} | |
class MyPage extends StatefulWidget { | |
_MyPageState createState() => _MyPageState(); | |
} | |
class World { | |
var _turn = 0.0; | |
double _x; | |
double _y; | |
World(this._x, this._y); | |
void input(double x, double y) { | |
_x = x; | |
_y = y; | |
} | |
void render(double t, Canvas canvas) { | |
var tau = math.pi * 2; | |
canvas.drawPaint(new Paint()..color = new Color(0xff880000)); | |
canvas.save(); | |
canvas.translate(_x, _y); | |
canvas.rotate(tau * _turn); | |
var white = new Paint()..color = new Color(0xffffffff); | |
var size = 200.0; | |
canvas.drawRect(new Rect.fromLTWH(-size / 2, -size / 2, size, size), white); | |
canvas.restore(); | |
} | |
void update(double t) { | |
var rotationsPerSecond = 0.25; | |
_turn += t * rotationsPerSecond; | |
} | |
} | |
class _MyPageState extends State<MyPage> with SingleTickerProviderStateMixin { | |
AnimationController _controller; | |
Animation<double> _animation; | |
World world = new World(0.0, 0.0); | |
final DateTime _initialTime = DateTime.now(); | |
double previous = 0.0; | |
double pointerx; | |
double pointery; | |
double get currentTime => | |
DateTime.now().difference(_initialTime).inMilliseconds / 1000.0; | |
@override | |
Widget build(BuildContext context) { | |
return Scaffold( | |
body: GestureDetector( | |
onTapDown: pointerUpdate, | |
onTapUp: pointerUpdate, | |
onVerticalDragUpdate: pointerUpdate, | |
onHorizontalDragUpdate: pointerUpdate, | |
child: AnimatedBuilder( | |
animation: _animation, | |
builder: (BuildContext contex, Widget child) { | |
var curr = currentTime; | |
var dt = curr - previous; | |
previous = curr; | |
return CustomPaint( | |
size: MediaQuery.of(context).size, | |
painter: MyGame(world, pointerx, pointery, dt), | |
child: Center( | |
child: Text('This is your UI'), | |
), | |
); | |
}, | |
), | |
), | |
); | |
} | |
@override | |
void initState() { | |
previous = currentTime; | |
_controller = new AnimationController( | |
vsync: this, duration: const Duration(seconds: 1)) | |
..repeat(); | |
_animation = new Tween<double>(begin: 0.0, end: 1.0).animate(_controller); | |
} | |
void pointerUpdate(details) { | |
pointerx = details.globalPosition.dx; | |
pointery = details.globalPosition.dy; | |
} | |
} |
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