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Add game_template (#1180)
Adds a template / sample for games built in Flutter, with all the bells and whistles, like ads, in-app purchases, audio, main menu, settings, and so on. Co-authored-by: Parker Lougheed Co-authored-by: Shams Zakhour
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// Copyright 2022, the Flutter project authors. Please see the AUTHORS file
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// for details. All rights reserved. Use of this source code is governed by a
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// BSD-style license that can be found in the LICENSE file.
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import 'package:shared_preferences/shared_preferences.dart';
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import 'player_progress_persistence.dart';
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/// An implementation of [PlayerProgressPersistence] that uses
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/// `package:shared_preferences`.
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class LocalStoragePlayerProgressPersistence extends PlayerProgressPersistence {
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final Future<SharedPreferences> instanceFuture =
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SharedPreferences.getInstance();
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@override
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Future<int> getHighestLevelReached() async {
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final prefs = await instanceFuture;
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return prefs.getInt('highestLevelReached') ?? 0;
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}
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@override
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Future<void> saveHighestLevelReached(int level) async {
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final prefs = await instanceFuture;
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await prefs.setInt('highestLevelReached', level);
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}
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}
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// Copyright 2022, the Flutter project authors. Please see the AUTHORS file
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// for details. All rights reserved. Use of this source code is governed by a
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// BSD-style license that can be found in the LICENSE file.
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import 'player_progress_persistence.dart';
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/// An in-memory implementation of [PlayerProgressPersistence].
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/// Useful for testing.
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class MemoryOnlyPlayerProgressPersistence implements PlayerProgressPersistence {
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int level = 0;
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@override
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Future<int> getHighestLevelReached() async {
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await Future<void>.delayed(const Duration(milliseconds: 500));
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return level;
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}
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@override
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Future<void> saveHighestLevelReached(int level) async {
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await Future<void>.delayed(const Duration(milliseconds: 500));
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this.level = level;
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}
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}
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// Copyright 2022, the Flutter project authors. Please see the AUTHORS file
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// for details. All rights reserved. Use of this source code is governed by a
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// BSD-style license that can be found in the LICENSE file.
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/// An interface of persistence stores for the player's progress.
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///
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/// Implementations can range from simple in-memory storage through
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/// local preferences to cloud saves.
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abstract class PlayerProgressPersistence {
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Future<int> getHighestLevelReached();
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Future<void> saveHighestLevelReached(int level);
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}
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57
game_template/lib/src/player_progress/player_progress.dart
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57
game_template/lib/src/player_progress/player_progress.dart
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// Copyright 2022, the Flutter project authors. Please see the AUTHORS file
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// for details. All rights reserved. Use of this source code is governed by a
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// BSD-style license that can be found in the LICENSE file.
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import 'dart:async';
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import 'package:flutter/foundation.dart';
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import 'persistence/player_progress_persistence.dart';
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/// Encapsulates the player's progress.
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class PlayerProgress extends ChangeNotifier {
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static const maxHighestScoresPerPlayer = 10;
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final PlayerProgressPersistence _store;
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int _highestLevelReached = 0;
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/// Creates an instance of [PlayerProgress] backed by an injected
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/// persistence [store].
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PlayerProgress(PlayerProgressPersistence store) : _store = store;
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/// The highest level that the player has reached so far.
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int get highestLevelReached => _highestLevelReached;
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/// Fetches the latest data from the backing persistence store.
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Future<void> getLatestFromStore() async {
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final level = await _store.getHighestLevelReached();
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if (level > _highestLevelReached) {
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_highestLevelReached = level;
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notifyListeners();
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} else if (level < _highestLevelReached) {
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await _store.saveHighestLevelReached(_highestLevelReached);
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}
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}
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/// Resets the player's progress so it's like if they just started
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/// playing the game for the first time.
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void reset() {
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_highestLevelReached = 0;
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notifyListeners();
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_store.saveHighestLevelReached(_highestLevelReached);
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}
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/// Registers [level] as reached.
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///
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/// If this is higher than [highestLevelReached], it will update that
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/// value and save it to the injected persistence store.
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void setLevelReached(int level) {
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if (level > _highestLevelReached) {
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_highestLevelReached = level;
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notifyListeners();
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unawaited(_store.saveHighestLevelReached(level));
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}
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}
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}
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