I have been having trouble trying to implement a method that moves a Rect in flutter using the flame game engine. The ultimate goal is to swipe in a direction and have the Rect move in that direction at a constant velocity. I found this code:
void dragUpdate(DragUpdateDetails d)
{
final delta = d.delta;
final size = gameController.screenSize;
double translateX = delta.dx;
double translateY = delta.dy;
// Make sure that the player never goes outside of the screen in the X-axis
if (playerRect.right + delta.dx >= size.width) {
translateX = size.width - playerRect.right;
} else if (playerRect.left + delta.dx <= 0) {
translateX = -playerRect.left;
}
// Make sure that the player never goes outside of the screen in the Y-axis
if (playerRect.bottom + delta.dy >= size.height) {
translateY = size.height - playerRect.bottom;
} else if (playerRect.top + delta.dy <= 0) {
translateY = -playerRect.top;
}
playerRect = playerRect.translate(translateX, translateY);
}
which at least allows for the free movement of the Rect on screen in regards to finger position. I tried messing with the "translate()" method to have the x/y increment/decrement depending on the delta provide, but to no avail. Any hint or point in the right direction would be greatly appreciate.
Instead of using both the HorizontalDragDetector
and VerticalDragDetector
, you can use the MultiTouchDragDetector
and the code will be a lot simpler.
class MyGame extends BaseGame with MultiTouchDragDetector {
Rect _rect = const Rect.fromLTWH(0, 0, 50, 50);
Offset _velocity = Offset.zero;
MyGame();
@override
void onReceiveDrag(DragEvent event) {
event.onEnd = onDragEnd;
}
void onDragEnd(DragEndDetails details) {
_velocity = details.velocity.pixelsPerSecond;
}
@override
void update(double dt) {
super.update(dt);
final timeStepMovement = _velocity * dt;
_rect = _rect.shift(timeStepMovement);
}
@override
void render(Canvas canvas) {
super.render(canvas);
canvas.drawRect(_rect, BasicPalette.white.paint);
}
}