ValueGeneratorComponent class
Properties
-
begin
→ double
-
final
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children
→ ComponentSet
-
latefinalinherited
-
curve
→ Curve
-
final
-
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
-
duration
→ Duration
-
final
-
end
→ double
-
final
-
hashCode
→ int
-
The hash code for this object.
no setterinherited
-
isFinished
→ bool
-
no setter
-
isHud
↔ bool
-
Whether this component is a HUD (Heads-up display) object or not.
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
-
nextParent
↔ Component?
-
If the component should be added to another parent once it has been
removed from its current parent.
getter/setter pairinherited
-
onChange
→ ValueChanged<double>?
-
final
-
onFinish
→ VoidCallback?
-
final
-
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
-
parent
→ Component?
-
Get the current parent of the component, if there is one, otherwise null.
no setterinherited
-
priority
→ int
-
Render priority of this component. This allows you to control the order in
which your components are rendered.
no setterinherited
-
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
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
-
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
-
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
-
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
-
finish()
→ void
-
-
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
-
pause()
→ void
-
-
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
-
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
-
reset()
→ void
-
-
start()
→ void
-
-
toString()
→ String
-
A string representation of this object.
inherited
-
update(double dt)
→ void
-
This method is called periodically by the game engine to request that your
component updates itself.
override