SimpleEnemy class

Enemy with animation in all direction

Inheritance
Mixed-in types
Available extensions

Constructors

SimpleEnemy({required Vector2 position, required double height, required double width, required SimpleDirectionAnimation animation, double life = 100, double speed = 100, Direction initDirection = Direction.right})

Properties

aboveComponents bool
When true this component render above all components in game.
getter/setter pairinherited
angle double
Rotation angle (in radians) of the component. The component will be rotated around its anchor point in the clockwise direction if the angle is positive, or counterclockwise if the angle is negative.
getter/setter pairinherited
animation SimpleDirectionAnimation?
getter/setter pairinherited
children ComponentSet
latefinalinherited
context BuildContext
Get BuildContext
no setterinherited
debugColor Color
The color that the debug output should be rendered with.
getter/setter pairinherited
debugCoordinatesPrecision int?
How many decimal digits to print when displaying coordinates in the debug mode. Setting this to null will suppress all coordinates from the output.
no setterinherited
debugMode bool
Returns whether this Component is in debug mode or not. When a child is added to the Component it gets the same debugMode as its parent has when it is prepared.
getter/setter pairinherited
debugPaint Paint
The debugColor represented as a Paint object.
no setterinherited
debugTextPaint TextPaint
Returns a TextPaint object with the debugColor set as color for the text.
no setterinherited
dtUpdate double
getter/setter pairinherited
gameRef BonfireGameInterface
getter/setter pairinherited
hasGameRef bool
no setterinherited
hashCode int
The hash code for this object.
no setterinherited
height double
Height of the Component.
getter/setter pairinherited
isDead bool
no setterinherited
isFlipHorizontal bool
getter/setter pairinherited
isFlipVertical bool
getter/setter pairinherited
isHud bool
Whether this component is a HUD (Heads-up display) object or not.
getter/setter pairinherited
isIdle bool
getter/setter pairinherited
isLoaded bool
Whether this component is done loading through onLoad.
getter/setter pairinherited
isMounted bool
Whether this component is currently added to a component tree.
getter/setter pairinherited
isPrepared bool
Whether this component has been prepared and is ready to be added to the game loop.
getter/setter pairinherited
isVisible bool
Param checks if this component is visible on the screen
getter/setter pairinherited
lastDirection Direction
getter/setter pairinherited
lastDirectionHorizontal Direction
getter/setter pairinherited
life double
getter/setter pairinherited
maxLife double
no setterinherited
nextParent Component?
If the component should be added to another parent once it has been removed from its current parent.
getter/setter pairinherited
onLoadCache Future<void>?
Since onLoad only should run once throughout a the lifetime of the implementing class, it is cached so that it can be reused when the parent component/game/widget changes.
getter/setter pairinherited
opacity double
Use to set opacity in render Range 0.0..1.0
getter/setter pairinherited
parent Component?
Get the current parent of the component, if there is one, otherwise null.
no setterinherited
position Vector2Rect
Position used to draw on the screen
getter/setter pairinherited
priority int
Render priority of this component. This allows you to control the order in which your components are rendered.
no setterinherited
receivesAttackFrom ReceivesAttackFromEnum
Used to define which type of component can be damaged
getter/setter pairinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
shouldRemove bool
Whether this component should be removed or not.
getter/setter pairinherited
speed double
getter/setter pairinherited
vectorPosition Vector2
get vectorPosition of the Component.
getter/setter pairinherited
width double
Width of the Component.
getter/setter pairinherited

Methods

add(Component component) Future<void>
Prepares and registers a component to be added on the next game tick
inherited
addAll(Iterable<Component> components) Future<void>
Adds multiple children.
inherited
addLife(double life) → void
increase life in the player
inherited
ancestors() List<Component>
A list containing the current parent and its parent, and so on, until it reaches a component without a parent.
inherited
changeParent(Component component) → void
Changes the current parent for another parent and prepares the tree under the new root.
inherited
changePriorityWithoutResorting(int priority) → void
Usually this is not something that the user would want to call since the component list isn't re-ordered when it is called. See FlameGame.changePriority instead.
inherited
checkInterval(String key, int intervalInMilli, double dt) bool
Returns true if for each time the defined millisecond interval passes. Like a Timer.periodic Used in flows involved in the update
inherited
contains(Component c) bool
Whether the children list contains the given component.
inherited
containsPoint(Vector2 point) bool
Called to check whether the point is to be counted as within the component It needs to be overridden to have any effect, like it is in PositionComponent.
inherited
createComponentSet() ComponentSet
This method sets up the OrderedSet instance used by this component to handle its children, This is set up before any lifecycle methods happen.
inherited
die() → void
inherited
eventPosition(PositionInfo info) Vector2
inherited
findParent<T extends Component>() → T?
Finds the closest parent further up the hierarchy that satisfies type=T, or null if none is found.
inherited
getScreenPosition() Vector2
Return screen position of this component.
inherited
handlerPointerCancel(PointerCancelEvent event) → void
inherited
handlerPointerDown(PointerDownEvent event) → void
inherited
handlerPointerHover(PointerHoverEvent event) → void
inherited
handlerPointerMove(PointerMoveEvent event) → void
inherited
handlerPointerSignal(PointerSignalEvent event) → void
inherited
handlerPointerUp(PointerUpEvent event) → void
inherited
hasGesture() bool
inherited
idle() → void
inherited
initialLife(double life) → void
inherited
isObjectCollision() bool
Method that checks if this component contain collisions
inherited
moveDown(double speed, {VoidCallback? onCollision}) → void
Move player to Down
inherited
moveDownLeft(double speedX, double speedY, {VoidCallback? onCollision}) → void
Move player to Down and Left
inherited
moveDownRight(double speedX, double speedY, {VoidCallback? onCollision}) → void
Move player to Down and Right
inherited
moveFromAngle(double speed, double angle, {VoidCallback? onCollision}) → void
Move Player to direction by radAngle
inherited
moveFromAngleDodgeObstacles(double speed, double angle, {VoidCallback? onCollision}) → void
Move to direction by radAngle with dodge obstacles
inherited
moveLeft(double speed, {VoidCallback? onCollision}) → void
Move player to Left
inherited
moveRight(double speed, {VoidCallback? onCollision}) → void
Move player to Right
inherited
moveUp(double speed, {VoidCallback? onCollision}) → void
Move player to Up
inherited
moveUpLeft(double speedX, double speedY, {VoidCallback? onCollision}) → void
Move player to Up and Left
inherited
moveUpRight(double speedX, double speedY, {VoidCallback? onCollision}) → void
Move player to Up and Right
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onGameResize(Vector2 gameSize) → void
It receives the new game size. Executed right after the component is attached to a game and right before onLoad is called.
inherited
onLoad() Future<void>
Whenever onLoad returns something, the parent will wait for the Future to be resolved before adding it. If null is returned, the class is added right away.
inherited
onMount() → void
Called after the component has successfully run onLoad and before the component is added to its new parent.
inherited
onRemove() → void
Called right before the component is removed from the game.
inherited
prepare(Component parent) → void
Prepares the Component to be added to a parent, and if there is an ancestor that is a FlameGame that game will do necessary preparations for this component. If there are no parents that are a Game false will be returned and this will run again once an ancestor or the component itself is added to a Game.
inherited
propagateToChildren<T extends Component>(bool handler(T)) bool
This method first calls the passed handler on the leaves in the tree, the children without any children of their own. Then it continues through all other children. The propagation continues until the handler returns false, which means "do not continue", or when the handler has been called with all children.
inherited
reAddChildren() Future<void>
The children are added again to the component set so that prepare, onLoad and onMount runs again. Used when a parent is changed further up the tree.
inherited
receiveDamage(double damage, dynamic from) → void
inherited
receivesAttackFromEnemy() bool
inherited
receivesAttackFromPlayer() bool
inherited
rectAttackable() Vector2Rect
inherited
remove(Component c) → void
Removes a component from the component tree, calling onRemove for it and its children.
inherited
removeAll(Iterable<Component> cs) → void
Removes all the children in the list and calls onRemove for all of them and their children.
inherited
removeFromParent() → void
Remove the component from its parent in the next tick.
inherited
render(Canvas canvas) → void
inherited
renderDebugMode(Canvas canvas) → void
inherited
renderTree(Canvas canvas) → void
inherited
reorderChildren() → void
Call this if any of this component's children priorities have changed at runtime.
inherited
replaceAnimation(SimpleDirectionAnimation newAnimation) Future<void>
inherited
screenPosition() Offset
Method return screen position
inherited
tilePropertiesBelow() Map<String, dynamic>?
Method that checks what properties map tile is currently
inherited
tilePropertiesListBelow() List<Map<String, dynamic>>?
Method that checks what properties list map tile is currently
inherited
tileTypeBelow() String?
Method that checks what type map tile is currently
inherited
tileTypeListBelow() List<String>?
Method that checks what types map tile is currently
inherited
toString() String
A string representation of this object.
inherited
translate(double translateX, double translateY) → void
Method used to translate component
inherited
update(double dt) → void
This method is called periodically by the game engine to request that your component updates itself.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited