FlyingAttackAngleObject class
- Inheritance
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- Mixed-in types
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- Available extensions
Constructors
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FlyingAttackAngleObject({required Vector2 position, required Future<SpriteAnimation> flyAnimation, required double radAngle, required double width, required double height, dynamic id, Future<SpriteAnimation>? destroyAnimation, double speed = 150, double damage = 1, AttackFromEnum attackFrom = AttackFromEnum.ENEMY, bool withCollision = true, VoidCallback? onDestroy, LightingConfig? lightingConfig, CollisionConfig? collision})
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Methods
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add(Component component)
→ Future<void>
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Prepares and registers a component to be added on the next game tick
inherited
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addAll(Iterable<Component> components)
→ Future<void>
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Adds multiple children.
inherited
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ancestors()
→ List<Component>
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A list containing the current parent and its parent, and so on, until it
reaches a component without a parent.
inherited
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changeParent(Component component)
→ void
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Changes the current parent for another parent and prepares the tree under
the new root.
inherited
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changePriorityWithoutResorting(int priority)
→ void
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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
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checkCollision(ObjectCollision component, {Vector2? displacement})
→ bool
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inherited
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checkInterval(String key, int intervalInMilli, double dt)
→ bool
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Returns true if for each time the defined millisecond interval passes.
Like a
Timer.periodic
Used in flows involved in the update
inherited
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containCollision()
→ bool
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inherited
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contains(Component c)
→ bool
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Whether the children list contains the given component.
inherited
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containsPoint(Vector2 point)
→ bool
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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
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createComponentSet()
→ ComponentSet
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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
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enableCollision(bool enable)
→ void
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inherited
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eventPosition(PositionInfo info)
→ Vector2
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inherited
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findParent<T extends Component>()
→ T?
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Finds the closest parent further up the hierarchy that satisfies type=T,
or null if none is found.
inherited
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getScreenPosition()
→ Vector2
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Return screen position of this component.
inherited
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handlerPointerCancel(PointerCancelEvent event)
→ void
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inherited
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handlerPointerDown(PointerDownEvent event)
→ void
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inherited
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handlerPointerHover(PointerHoverEvent event)
→ void
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inherited
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handlerPointerMove(PointerMoveEvent event)
→ void
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inherited
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handlerPointerSignal(PointerSignalEvent event)
→ void
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inherited
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handlerPointerUp(PointerUpEvent event)
→ void
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inherited
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hasGesture()
→ bool
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inherited
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isCollision({Vector2? displacement, bool stopSearchOnFirstCollision = true})
→ List<ObjectCollision>
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inherited
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isObjectCollision()
→ bool
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Method that checks if this component contain collisions
inherited
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noSuchMethod(Invocation invocation)
→ dynamic
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Invoked when a nonexistent method or property is accessed.
inherited
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onCollision(GameComponent component, bool active)
→ void
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inherited
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onGameResize(Vector2 gameSize)
→ void
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It receives the new game size.
Executed right after the component is attached to a game and right before
onLoad
is called.
inherited
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onLoad()
→ Future<void>
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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.
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onMount()
→ void
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Called after the component has successfully run
onLoad
and before the
component is added to its new parent.
inherited
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onRemove()
→ void
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Called right before the component is removed from the game.
inherited
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prepare(Component parent)
→ void
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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
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propagateToChildren<T extends Component>(bool handler(T))
→ bool
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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
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reAddChildren()
→ Future<void>
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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
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remove(Component c)
→ void
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Removes a component from the component tree, calling onRemove for it and
its children.
inherited
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removeAll(Iterable<Component> cs)
→ void
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Removes all the children in the list and calls onRemove for all of them
and their children.
inherited
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removeFromParent()
→ void
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Remove the component from its parent in the next tick.
inherited
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render(Canvas canvas)
→ void
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inherited
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renderDebugMode(Canvas canvas)
→ void
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inherited
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renderTree(Canvas canvas)
→ void
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inherited
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reorderChildren()
→ void
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Call this if any of this component's children priorities have changed
at runtime.
inherited
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screenPosition()
→ Offset
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Method return screen position
inherited
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setCollisionOnlyVisibleScreen(bool onlyVisible)
→ void
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inherited
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setupCollision(CollisionConfig collisionConfig)
→ void
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inherited
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setupLighting(LightingConfig? config)
→ dynamic
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Used to set configuration
inherited
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tilePropertiesBelow()
→ Map<String, dynamic>?
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Method that checks what properties map tile is currently
inherited
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tilePropertiesListBelow()
→ List<Map<String, dynamic>>?
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Method that checks what properties list map tile is currently
inherited
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tileTypeBelow()
→ String?
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Method that checks what type map tile is currently
inherited
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tileTypeListBelow()
→ List<String>?
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Method that checks what types map tile is currently
inherited
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toString()
→ String
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A string representation of this object.
inherited
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translate(double translateX, double translateY)
→ void
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Method used to translate component
inherited
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update(double dt)
→ void
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This method is called periodically by the game engine to request that your
component updates itself.
override
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updatePosition(Vector2Rect position)
→ void
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inherited