RotationPlayer class
- Inheritance
-
- Object
- Component
- GameComponent
- Player
- RotationPlayer
- Available extensions
Constructors
-
RotationPlayer({required Vector2 position, required Future<
SpriteAnimation> animIdle, required Future<SpriteAnimation> animRun, double speed = 150, double? currentRadAngle = -1.55, double width = 32, double height = 32, double life = 100})
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 ↔ SpriteAnimation?
-
getter/setter pair
- animIdle ↔ SpriteAnimation?
-
getter/setter pair
- animRun ↔ SpriteAnimation?
-
getter/setter pair
- children → ComponentSet
-
latefinalinherited
- context → BuildContext
-
Get BuildContext
no setterinherited
- currentDirectional ↔ JoystickMoveDirectional
-
getter/setter pairinherited
- currentRadAngle ↔ double?
-
getter/setter pair
- 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
- dPadAngles ↔ bool
-
flag to set if you only want the 8 directions movement. Set to false to have full 360 movement
getter/setter pairinherited
- 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
- ignoreCollisions ↔ List
-
getter/setter pairinherited
- innerCurrentDirectional → JoystickMoveDirectional?
-
get currentDirectional from
JoystickListener
no setterinherited - 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
- isMovingAlongThePath → bool
-
no setterinherited
- 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
- movementRadAngle ↔ double
-
the angle the player should move in 360 mode
getter/setter pairinherited
- 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 updateinherited -
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
-
joystickAction(
JoystickActionEvent event) → void -
inherited
-
joystickChangeDirectional(
JoystickDirectionalEvent event) → void -
override
-
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
-
moveTo(
Vector2 position) → void -
inherited
-
moveToPositionAlongThePath(
Vector2 position, {List? ignoreCollisions}) → void -
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. -
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 aFlameGame
that game will do necessary preparations for this component. If there are no parents that are aGame
false will be returned and this will run again once an ancestor or the component itself is added to aGame
.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
andonMount
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 -
override
-
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
-
screenPosition(
) → Offset -
Method return screen position
inherited
-
setupMoveToPositionAlongThePath(
{Color? pathLineColor, Color? barriersCalculatedColor, double pathLineStrokeWidth = 4, bool showBarriersCalculated = false, bool gridSizeIsCollisionSize = false}) → void -
inherited
-
stopMoveAlongThePath(
) → void -
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.
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited