I followed a youtube tutorial about flutter flame game design which was published recently (Flame v1.2.0) so all the versions should be up to date. But when i write the code its not working like it should. Here is a youtube link of video so you can see how it should work: https://www.youtube.com/watch?v=kknJMhnKYNc
Can someone please explain to me why my code is bugging my character (it spins so fast) while moving and it can go outside of map at bottom and right side of my screen. I cant go further because of this and you are my only hope. Here is my code:
void main() {
WidgetsFlutterBinding.ensureInitialized();
Flame.device.fullScreen();
Flame.device.setLandscape();
runApp(GameWidget(game: MyGame()));
}
class MyGame extends FlameGame with HasDraggables {
SpriteComponent background = SpriteComponent();
late SpriteAnimationComponent ghost;
late final JoystickComponent joystick;
bool ghostFlipped = false;
@override
Future<void> onLoad() async {
await super.onLoad();
var ghostImage = await images.load('ghost.png');
//Loading background
add(background
..sprite = await loadSprite('newyork.jpg')
..size = size);
//adding joystick for controlling to Ghost
final buttonPaint = BasicPalette.red.withAlpha(150).paint();
final backgroundPaint = BasicPalette.black.withAlpha(100).paint();
joystick = JoystickComponent(
knob: CircleComponent(radius: 30, paint: buttonPaint),
background: CircleComponent(radius: 100, paint: backgroundPaint),
margin: const EdgeInsets.only(left: 40, bottom: 40));
add(joystick);
//Loading ghost character
var ghostAnimation = SpriteAnimation.fromFrameData(
ghostImage,
SpriteAnimationData.sequenced(
amount: 4, stepTime: 0.17, textureSize: Vector2(32, 32)));
ghost = SpriteAnimationComponent()
..animation = ghostAnimation
..size = Vector2(120,120)
..position = Vector2(500, 250);
//ghost.flipHorizontallyAroundCenter();
add(ghost);
}
@override
void update(double dt) {
super.update(dt);
bool moveUp = joystick.relativeDelta[1] < 0;
bool moveDown = joystick.relativeDelta[1] > 0;
bool moveLeft = joystick.relativeDelta[0] < 0;
bool moveRight = joystick.relativeDelta[0] > 0;
double ghostVectorX = (joystick.relativeDelta * 300 * dt) [0];
double ghostVectorY = (joystick.relativeDelta * 300 * dt) [1];
//When ghost is moving on X direction
if((moveLeft && ghost.x > 0) || (moveRight && ghost.x < size[0])) {
ghost.position.add(Vector2(ghostVectorX,0));
}
//when ghost is moving on Y direction
if((moveUp && ghost.y > 0) || (moveDown && ghost.y < size[1])){
ghost.position.add(Vector2(0, ghostVectorY));
}
if(joystick.relativeDelta[0] < 0 && ghostFlipped) {
ghostFlipped = true;
ghost.flipHorizontallyAroundCenter();
}
if(joystick.relativeDelta[0] > 0 && !ghostFlipped) {
ghostFlipped = false;
ghost.flipHorizontallyAroundCenter();
}
}
}