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335
lib/flame/memory_card_component.dart
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335
lib/flame/memory_card_component.dart
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/events.dart';
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import 'package:flutter/material.dart';
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import '../game/types.dart';
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import 'memory_match_flame_game.dart';
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class MemoryCardComponent extends PositionComponent
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with TapCallbacks, HasGameReference<MemoryMatchFlameGame> {
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MemoryCardComponent({
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required this.model,
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required this.frontAsset,
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required this.backAsset,
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required this.disabled,
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}) : super(anchor: Anchor.topLeft);
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CardModel model;
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final String frontAsset;
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final String backAsset;
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bool disabled;
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late final RectangleComponent _base;
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late final SpriteComponent _sprite;
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late final Sprite _frontSprite;
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late final Sprite _backSprite;
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bool _showBack = false;
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bool _isAnimatingFlip = false;
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bool _pendingMatchEffect = false;
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int _lastShakeToken = 0;
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bool _isEntering = false;
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double _entryElapsed = 0;
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double _entryDelay = 0;
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double _entryDuration = 0.42;
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double _entryStartAngle = 0;
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Vector2 _entryStartPosition = Vector2.zero();
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Vector2 _entryTargetPosition = Vector2.zero();
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@override
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Future<void> onLoad() async {
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await super.onLoad();
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_frontSprite = await game.loadSprite(frontAsset);
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_backSprite = await game.loadSprite(backAsset);
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_base = RectangleComponent(
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anchor: Anchor.topLeft,
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position: Vector2.zero(),
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size: Vector2.all(size.x > 0 ? size.x : 80),
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paint: Paint()..color = const Color.fromRGBO(8, 16, 30, 0.28),
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);
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add(_base);
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_sprite = SpriteComponent(
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sprite: _frontSprite,
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anchor: Anchor.topLeft,
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position: Vector2.zero(),
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size: Vector2.all((size.x > 0 ? size.x : 80) - 10),
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);
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add(_sprite);
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_applyLayout();
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_applyImmediateVisual();
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}
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@override
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void render(Canvas canvas) {
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final r = RRect.fromRectAndRadius(
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Rect.fromLTWH(0, 0, size.x, size.y),
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const Radius.circular(16),
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);
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canvas.save();
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canvas.clipRRect(r);
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super.render(canvas);
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canvas.restore();
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final borderPaint = Paint()
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..style = PaintingStyle.stroke
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..strokeWidth = 2
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..color = const Color.fromRGBO(120, 255, 255, 0.9);
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canvas.drawRRect(r, borderPaint);
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}
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@override
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bool containsLocalPoint(Vector2 point) {
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return point.x >= 0 &&
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point.y >= 0 &&
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point.x <= size.x &&
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point.y <= size.y;
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}
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@override
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void onMount() {
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super.onMount();
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_applyLayout();
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}
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@override
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void onGameResize(Vector2 gameSize) {
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super.onGameResize(gameSize);
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_applyLayout();
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}
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void updateCardSize(Vector2 newSize) {
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size = newSize;
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_applyLayout();
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}
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void resetEntranceVisual() {
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_isEntering = false;
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_entryElapsed = 0;
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position = position.clone();
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scale = Vector2.all(1.0);
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angle = 0;
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}
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void _applyLayout() {
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if (!isLoaded) return;
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_base.size = size.clone();
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_base.position = Vector2.zero();
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final padding = 5.0;
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final innerW = (size.x - padding * 2).clamp(1.0, double.infinity);
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final innerH = (size.y - padding * 2).clamp(1.0, double.infinity);
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_sprite.size = Vector2(innerW, innerH);
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_sprite.position = Vector2(padding, padding);
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}
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void _setSpriteOpacity(double opacity) {
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_sprite.paint = Paint()
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..color = Color.fromRGBO(255, 255, 255, opacity.clamp(0.0, 1.0));
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}
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void updateFromModel(
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CardModel nextModel, {
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required bool disablePlay,
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required bool shouldShake,
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required int shakeToken,
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}) {
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final wasFlippedOrMatched = model.isFlipped || model.isMatched;
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final wasMatched = model.isMatched;
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model = nextModel;
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disabled = disablePlay || nextModel.isMatched;
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if (!isLoaded) {
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_showBack = model.isFlipped || model.isMatched;
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return;
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}
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final nowFlippedOrMatched = nextModel.isFlipped || nextModel.isMatched;
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final becameMatched = !wasMatched && nextModel.isMatched;
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if (nowFlippedOrMatched != wasFlippedOrMatched) {
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if (becameMatched) {
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_pendingMatchEffect = true;
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}
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_runFlip(nowFlippedOrMatched);
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} else {
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_applyImmediateVisual();
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if (becameMatched) {
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_runMatchEffect();
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}
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}
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if (shouldShake && shakeToken > _lastShakeToken) {
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_lastShakeToken = shakeToken;
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_runShakeEffect();
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}
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}
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void _applyImmediateVisual() {
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_showBack = model.isFlipped || model.isMatched;
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_updateSprite();
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_setSpriteOpacity(model.isMatched ? 0.68 : 1.0);
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scale = Vector2.all(1.0);
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angle = 0;
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}
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void _updateSprite() {
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if (!isLoaded) return;
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_sprite.sprite = _showBack ? _backSprite : _frontSprite;
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}
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void _runFlip(bool toBack) {
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if (_isAnimatingFlip) {
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_showBack = toBack;
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_applyImmediateVisual();
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return;
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}
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_isAnimatingFlip = true;
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final half = EffectController(duration: 0.11, curve: Curves.easeInOut);
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add(
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SequenceEffect(
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[
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ScaleEffect.to(Vector2(0.04, 1.0), half),
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_SwapCardFaceEffect(
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onSwap: () {
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_showBack = toBack;
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_updateSprite();
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},
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),
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ScaleEffect.to(Vector2(1.0, 1.0), half),
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],
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onComplete: () {
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_isAnimatingFlip = false;
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scale = Vector2.all(1.0);
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_setSpriteOpacity(model.isMatched ? 0.68 : 1.0);
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if (_pendingMatchEffect) {
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_pendingMatchEffect = false;
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_runMatchEffect();
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}
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},
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),
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);
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}
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void _runMatchEffect() {
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add(
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SequenceEffect(
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[
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ScaleEffect.to(
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Vector2.all(1.08),
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EffectController(duration: 0.09, curve: Curves.easeOut),
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),
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ScaleEffect.to(
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Vector2.all(1.0),
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EffectController(duration: 0.12, curve: Curves.easeIn),
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),
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],
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onComplete: () {
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scale = Vector2.all(1.0);
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_setSpriteOpacity(model.isMatched ? 0.68 : 1.0);
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},
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),
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);
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}
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void _runShakeEffect() {
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add(
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SequenceEffect([
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MoveByEffect(Vector2(8, 0), EffectController(duration: 0.045)),
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MoveByEffect(Vector2(-16, 0), EffectController(duration: 0.045)),
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MoveByEffect(Vector2(16, 0), EffectController(duration: 0.045)),
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MoveByEffect(Vector2(-8, 0), EffectController(duration: 0.045)),
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]),
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);
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}
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void playEntranceEffect({
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required Vector2 startPosition,
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required Vector2 targetPosition,
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required double delay,
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}) {
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_isEntering = true;
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_entryElapsed = 0;
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_entryDelay = delay;
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_entryDuration = 0.42;
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_entryStartPosition = startPosition.clone();
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_entryTargetPosition = targetPosition.clone();
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_entryStartAngle = startPosition.x <= targetPosition.x ? -0.24 : 0.24;
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position = startPosition.clone();
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scale = Vector2.all(0.72);
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angle = _entryStartAngle;
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}
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@override
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void update(double dt) {
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super.update(dt);
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if (!_isEntering) return;
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_entryElapsed += dt;
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if (_entryElapsed < _entryDelay) return;
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final rawT = ((_entryElapsed - _entryDelay) / _entryDuration).clamp(0.0, 1.0);
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final moveT = Curves.easeOutCubic.transform(rawT);
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final scaleT = Curves.easeOutBack.transform(rawT);
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position = Vector2(
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_lerp(_entryStartPosition.x, _entryTargetPosition.x, moveT),
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_lerp(_entryStartPosition.y, _entryTargetPosition.y, moveT),
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);
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final currentScale = _lerp(0.72, 1.0, scaleT);
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scale = Vector2.all(currentScale);
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angle = _lerp(_entryStartAngle, 0, moveT);
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if (rawT >= 1.0) {
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_isEntering = false;
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position = _entryTargetPosition.clone();
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scale = Vector2.all(1.0);
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angle = 0;
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}
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}
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double _lerp(double a, double b, double t) {
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return a + (b - a) * t;
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}
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@override
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void onTapUp(TapUpEvent event) {
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super.onTapUp(event);
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if (disabled) return;
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game.onCardTapped(model.id);
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}
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}
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class _SwapCardFaceEffect extends ComponentEffect<PositionComponent> {
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_SwapCardFaceEffect({required this.onSwap})
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: super(EffectController(duration: 0.0001));
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final void Function() onSwap;
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bool _done = false;
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@override
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void apply(double progress) {
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if (_done) return;
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_done = true;
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onSwap();
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}
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double measure() => 0.0001;
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}
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