- Add Level model with constraints, objectives, and star ratings - Create LevelService for loading levels from JSON configuration - Implement LevelSelectionScreen with visual progress tracking - Update GameBloc to handle level-based gameplay - Add 10 predefined levels with varying difficulty and objectives - Integrate level progression system into game flow
71 lines
1.8 KiB
Dart
71 lines
1.8 KiB
Dart
import 'dart:ui';
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import 'package:flame/game.dart';
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import 'package:match_three/game/systems/match_detector.dart';
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import 'components/grid_component.dart';
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import 'components/background_component.dart';
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import 'models/gem.dart';
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import '../bloc/game_bloc.dart';
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const gridSize = 8 * 64.0 + 32.0; // 8 gems * 64px + padding
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class MatchThreeGame extends FlameGame {
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late BackgroundComponent backgroundComponent;
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late GameBloc gameBloc;
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final int? levelId;
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GridComponent? gridComponent;
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Gem? selectedGem;
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MatchThreeGame(this.levelId) : super();
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@override
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Future<void> onLoad() async {
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backgroundComponent = BackgroundComponent();
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add(backgroundComponent);
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gridComponent = GridComponent(this, levelId);
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add(gridComponent!);
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}
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@override
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void onGameResize(Vector2 size) {
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super.onGameResize(size);
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// Center the grid on screen
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if (gridComponent != null && hasLayout) {
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gridComponent!.position = Vector2(
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(size.x - gridSize) / 2,
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(size.y - gridSize) / 2,
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);
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}
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}
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void selectGem(Gem gem) {
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print(">>> Selecting gem ${gem.name}(${gem.type}) ${gem.row}, ${gem.col}");
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if (selectedGem == null) {
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selectedGem = gem;
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return;
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}
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if (MatchDetector.isValidSwap(gridComponent!.gameGrid, selectedGem!.row,
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selectedGem!.col, gem.row, gem.col)) {
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// Attempt swap
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print(
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")) Valid swapping ${selectedGem!.row}, ${selectedGem!.col} with ${gem.row}, ${gem.col}");
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gameBloc.add(SwapGems(
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selectedGem!.row,
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selectedGem!.col,
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gem.row,
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gem.col,
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));
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} else {
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print(
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"(( Invalid swapping ${selectedGem!.row}, ${selectedGem!.col} with ${gem.row}, ${gem.col}");
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}
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selectedGem = null;
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}
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void setGameBloc(GameBloc bloc) {
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gameBloc = bloc;
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}
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}
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