As a small challenge, you must implement the following logic in the animated sprite sheet component, and you must implement a very simple logic to vary the animation each time you tap on the screen; to do this, you can use a numerical property which will indicate the animation to be executed:
- animationIndex with the value of zero, the death animation is displayed.
- animationIndex with the value of one, the idle animation is displayed.
- animationIndex with the value of two, the jump animation is displayed.
- animationIndex with the value of three, the walking animation is displayed.
- animationIndex with the value of four, the running animation is displayed.
Challenge resolution
As a resolution, we can use a switch in which we change the animation according to the animationIndex value that we will increase each time the "tap" occurs on the screen:
lib\components\player_sprite_sheet_component.dart
***
int animationIndex = 0;
***
@override
bool onTapDown(TapDownInfo info) {
super.onTapDown(info);
print(info);
animationIndex++;
if (animationIndex > 4) animationIndex = 0;
switch (animationIndex) {
case 1:
animation = dinoIdleAnimation;
break;
case 2:
animation = dinoJumpAnimation;
break;
case 3:
animation = dinoWalkAnimation;
break;
case 4:
animation = dinoRunAnimation;
break;
case 0:
default:
animation = dinoDeadAnimation;
break;
}
return true;
}
As you can see, we can easily vary from one animation to another using a numerical value that corresponds to an index of the animation that we want to animate.
This snippet is part of the complete project:
https://github.com/libredesarrollo/flame-curso-libro-dinojump03
In which, we see how to create the animation step by step; the important thing is to note how simple it is to make this type of integration, each key on the keyboard is associated with a different action such as walking, jumping or running, which in turn is associated with a different animation that is easily changed by assigning a value to the animation property a different value.
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