Flutter Flame实战 - 复刻经典游戏”割绳子“

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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

ctr_preview.gif

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。 image转存失败,建议直接上传图片文件 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idle1idle2两种动画,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;
  }
}

ctr_player_anim.gif

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);

ctr_player_anim_duan.gif

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);

ctr_candy.png

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);

ctr_hook.png

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);

ctr_star.gif

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CTRRopeSegmentrenderBody,可以大致看出绳子的模拟效果

ctr_rope_raw.gif

绳子渲染

游戏中绳子是两种颜色相间的,我们可以在CTRRopevoid 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);
}

ctr_rope_render.gif

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CTRRopeSegmentisBreaktrue,添加一个-1,-1点到points

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);
}

ctr_rope_cut.gif

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CTRRopeCTRRope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));
}

ctr_rope_with_candy.gif

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BodyComponentCTRCandy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addCTRCandy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CTRCandyCTRCandyCollisionComponent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CTRStardisappear()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();
  };
}

ctr_star_disappear.gif

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;
}

ctr_player_eat.gif

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

  • SpriteAnimationComponentSpriteAnimationGroupComponent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 github.com/BuildMyGame… 可以获取完整代码,更多细节阅读代码就可以知道了哦~