BonfireGame class
Is a customGame where all magic of the Bonfire happen.
- Inheritance
- Implemented types
- Available extensions
Constructors
-
BonfireGame({required BuildContext context, required GameMap map, JoystickController? joystickController, Player? player, GameInterface? interface, List<
Enemy> ? enemies, List<GameDecoration> ? decorations, List<GameComponent> ? components, GameBackground? background, bool constructionMode = false, bool showCollisionArea = false, GameController? gameController, Color? constructionModeColor, Color? collisionAreaColor, Color? lightingColorGame, ValueChanged<BonfireGame> ? onReady, TapInGame? onTapDown, TapInGame? onTapUp, Color? backgroundColor, GameColorFilter? colorFilter, CameraConfig? cameraConfig})
Properties
- assets ↔ AssetsCache
-
The cache of all (non-image) assets loaded into the game. This defaults to
the global Flame.assets cache, but you can replace this with another
instance if needed.
getter/setter pairinherited
- background → GameBackground?
-
Background of the game. This can be a color or custom component
final
- buildContext → BuildContext?
-
Currently attached build context. Can be null if not attached.
no setterinherited
- camera → Camera
-
The camera translates the coordinate space after the viewport is applied.
no setterinherited
- canvasSize → Vector2
-
no setterinherited
- children → ComponentSet
-
The children components of this component.
no setterinherited
- collisionAreaColor → Color?
-
Color of the collision area when
showCollisionArea
is truefinal - colorFilter → ColorFilterInterface?
-
no setteroverride
- constructionMode → bool
-
Used to show grid in the map and facilitate the construction and testing of the map
final
- constructionModeColor → Color?
-
Color grid when
constructionMode
is truefinal - context → BuildContext
-
Context used to access all Flutter power in your game.
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
- enabledGestures ↔ bool
-
getter/setter pairinherited
- enabledKeyboard ↔ bool
-
getter/setter pairinherited
- gameController → GameController?
-
Used to extensively control game elements
final
-
gameStateListeners
→ List<
VoidCallback> -
finalinherited
- gestureDetectors → GestureDetectorBuilder
-
Used internally by various mixins that need to use gesture detection
functionality in Flutter.
latefinalinherited
- hasChildren → bool
-
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- hasLayout → bool
-
Indicates if this game instance is connected to a GameWidget that is live
in the flutter widget tree.
Once this is true, the game is ready to have its size used or in the case
of a FlameGame, to receive components.
no setterinherited
- hasLifecycleEvents → bool
-
no setterinherited
- highestPriority → int
-
Get of the _highestPriority
no setterinherited
- images ↔ Images
-
The cache of all images loaded into the game. This defaults to the global
Flame.images cache, but you can replace it with a new cache instance if
needed.
getter/setter pairinherited
- interface → GameInterface?
-
The way you can draw things like life bars, stamina and settings. In another words, anything that you may add to the interface to the game.
final
- isAttached → bool
-
Whether the game widget was attached to the Flutter tree.
no setterinherited
- isLoaded → bool
-
Whether this component has completed its onLoad step.
no setterinherited
- isLoading → bool
-
Whether the component is currently executing its onLoad step.
no setterinherited
- isMounted → bool
-
Whether this component is currently added to a component tree.
no setterinherited
- isMounting → bool
-
no setterinherited
- isRemoved → bool
-
Whether the component has been removed. Originally this flag is
false
, but it becomestrue
after the component was mounted and then removed from its parent. The flag becomesfalse
again when the component is mounted to a new parent.no setterinherited - isRemoving → bool
-
Whether the component is scheduled to be removed.
no setterinherited
- joystick → JoystickController?
-
no setteroverride
- lighting → LightingInterface?
-
no setteroverride
- lightingColorGame → Color?
-
Used to configure lighting in the game
final
-
loaded
→ Future<
void> -
A future that completes when this component finishes loading.
no setterinherited
- map → GameMap
-
Represents a map (or world) where the game occurs.
final
-
mounted
→ Future<
void> -
A future that will complete once the component is mounted on its parent.
no setterinherited
- mouseCursor ↔ MouseCursor
-
Used to change the mouse cursor of the GameWidget running this game.
Setting the value to null will make the GameWidget defer the choice
of the cursor to the closest region available on the tree.
getter/setter pairinherited
-
notifiers
→ List<
ComponentsNotifier< Component> > -
latefinalinherited
-
onLoadFuture
→ FutureOr<
void> -
no setterinherited
-
onReady
↔ ValueChanged<
BonfireGame> ? -
getter/setter pair
- onTapDown → TapInGame?
-
Callback to receive the tapDown event from the game.
final
- onTapUp → TapInGame?
-
Callback to receive the onTapUp event from the game.
final
- overlayManager → OverlayManager
-
A property that stores an
ActiveOverlaysNotifier
no setteroverride - overlays → OverlayManager
-
A property that stores an
OverlayManager
latefinalinherited - parent ↔ Component?
-
Who owns this component in the component tree.
getter/setter pairinherited
- paused ↔ bool
-
Returns is the engine if currently paused or running
getter/setter pairinherited
- player → Player?
-
Represents the character controlled by the user in the game. Instances of this class has actions and movements ready to be used and configured.
final
- positionType ↔ PositionType
-
What coordinate system this component should respect (i.e. should it
observe camera, viewport, or use the raw canvas).
getter/setter pairinherited
- priority ↔ int
-
Render priority of this component. This allows you to control the order in
which your components are rendered.
getter/setter pairinherited
- projector ↔ Projector
-
This is the projector used by all components that respect the camera
(
respectCamera = true
). This can be overridden on yourGame
implementation.getter/setter pairinherited -
removed
→ Future<
void> -
A future that completes when this component is removed from its parent.
no setterinherited
- renderBox → GameRenderBox
-
Just a reference back to the render box that is kept up to date by the
engine.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- sceneBuilderStatus ↔ SceneBuilderStatus
-
getter/setter pairoverride
- showCollisionArea → bool
-
Used to draw area collision in objects.
final
- size → Vector2
-
This is overwritten to consider the viewport transformation.
no setterinherited
- viewportProjector ↔ Projector
-
This is the projector used by components that don't respect the camera
(
positionType = PositionType.viewport;
). This can be overridden on yourGame
implementation.getter/setter pairinherited
Methods
-
add(
Component component) → FutureOr< void> -
Schedules
component
to be added as a child to this component.inherited -
addAll(
Iterable< Component> components) → Future<void> -
A convenience method to add multiple children at once.
inherited
-
addCollision(
ObjectCollision obj) → void -
addGameStateListener(
VoidCallback callback) → void -
inherited
-
addJoystickObserver(
JoystickListener target, {bool cleanObservers = false, bool moveCameraToTarget = false}) → void -
Use this method to change default observer of the Joystick events.
override
-
addToParent(
Component parent) → FutureOr< void> -
Adds this component as a child of
parent
(see add for details).inherited -
addVisible(
GameComponent obj) → void -
ancestors(
{bool includeSelf = false}) → Iterable< Component> -
An iterator producing this component's parent, then its parent's parent,
then the great-grand-parent, and so on, until it reaches a component
without a parent.
inherited
-
assertHasLayout(
) → void -
inherited
-
attach(
PipelineOwner owner, GameRenderBox gameRenderBox) → void -
Marks game as attached to any Flutter widget tree.
inherited
-
attackables(
) → Iterable< Attackable> -
Used to get all "Attackables".
override
-
backgroundColor(
) → Color - Returns the game background color. By default it will return a black color. It cannot be changed at runtime, because the game widget does not get rebuild when this value changes.
-
changeParent(
Component newParent) → 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
-
collisions(
) → Iterable< ObjectCollision> -
Used to get all collisions.
override
-
componentsAtPoint(
Vector2 point, [List< Vector2> ? nestedPoints]) → Iterable<Component> -
An iterable of descendant components intersecting the given point. The
point
is in the local coordinate space.inherited -
componentsByType<
T> () → Iterable< T> -
Used to find component by type.
override
-
componentsNotifier<
T extends Component> () → ComponentsNotifier< T> -
Returns a ComponentsNotifier for the given type
T
.inherited -
contains(
Component c) → bool -
Whether the children list contains the given component.
inherited
-
containsLocalPoint(
Vector2 p) → bool -
Whether a point is within the boundaries of the visible part of the game.
inherited
-
containsPoint(
Vector2 point) → bool -
Same as containsLocalPoint, but for a "global"
point
.inherited -
convertGlobalToLocalCoordinate(
Vector2 point) → Vector2 -
Converts a global coordinate (i.e. w.r.t. the app itself) to a local
coordinate (i.e. w.r.t. he game widget).
If the widget occupies the whole app ("full screen" games), or is not
attached to Flutter, this operation is the identity.
inherited
-
convertLocalToGlobalCoordinate(
Vector2 point) → Vector2 -
Converts a local coordinate (i.e. w.r.t. the game widget) to a global
coordinate (i.e. w.r.t. the app itself).
If the widget occupies the whole app ("full screen" games), or is not
attached to Flutter, this operation is the identity.
inherited
-
createComponentSet(
) → ComponentSet -
This method creates the children container for the current component.
Override this method if you need to have a custom ComponentSet within
a particular class.
inherited
-
currentTime(
) → double -
Returns the current time in seconds with microseconds precision.
inherited
-
decorations(
) → Iterable< GameDecoration> -
Used to get all "Decoration".
override
-
dequeueAdd(
Component child, Component parent) → void -
inherited
-
descendants(
{bool includeSelf = false, bool reversed = false}) → Iterable< Component> -
Recursively enumerates all nested children.
inherited
-
detach(
) → void -
Marks game as no longer attached to any Flutter widget tree.
inherited
-
enableGestures(
bool enable) → void -
override
-
enableKeyboard(
bool enable) → void -
override
-
enemies(
) → Iterable< Enemy> -
Used to get all "Enemies".
override
-
enqueueAdd(
Component child, Component parent) → void -
inherited
-
enqueueMove(
Component child, Component newParent) → void -
inherited
-
enqueueRebalance(
Component parent) → void -
inherited
-
enqueueRemove(
Component child, Component parent) → void -
inherited
-
eventPosition(
PositionInfo info) → Vector2 -
inherited
-
findGame(
) → Game? -
inherited
-
findParent<
T extends Component> ({bool includeSelf = false}) → T? -
Returns the closest parent further up the hierarchy that satisfies type=T,
or null if no such parent can be found.
inherited
-
firstChild<
T extends Component> () → T? -
Returns the first child that matches the given type
T
, or null if there are no such children.inherited -
handleLifecycleEventAdd(
Component parent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventMove(
Component newParent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventRemove(
Component parent) → LifecycleEventStatus -
inherited
-
handleResize(
Vector2 size) → void -
inherited
-
isVisibleInCamera(
GameComponent c) → bool -
Used to check if a component is visible in the camera.
override
-
lastChild<
T extends Component> () → T? -
Returns the last child that matches the given type
T
, or null if there are no such children.inherited -
lifecycleStateChange(
AppLifecycleState state) → void -
This is the lifecycle state change hook; every time the game is resumed,
paused or suspended, this is called.
inherited
-
livingEnemies(
) → Iterable< Enemy> -
Used to get living "Enemies".
override
-
loadSprite(
String path, {Vector2? srcSize, Vector2? srcPosition}) → Future< Sprite> -
Utility method to load and cache the image for a sprite based on its
options.
inherited
-
loadSpriteAnimation(
String path, SpriteAnimationData data) → Future< SpriteAnimation> -
Utility method to load and cache the image for a sprite animation based on
its options.
inherited
-
mount(
) → void -
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onAttach(
) → void -
Called when the game has been attached. This can be overridden
to add logic that requires the game to already be attached
to the widget tree.
inherited
-
onChildrenChanged(
Component child, ChildrenChangeType type) → void -
This method will be invoked from lifecycle if
child
has been added to or removed from its parent children list.inherited -
onDetach(
) → void - Called after the game has left the widget tree. This can be overridden to add logic that requires the game not be on the flutter widget tree anymore.
-
onGameResize(
Vector2 size) → void - This passes the new size along to every component in the tree via their Component.onGameResize method, enabling each one to make their decision of how to handle the resize event.
-
onKeyEvent(
RawKeyEvent event, Set< LogicalKeyboardKey> keysPressed) → KeyEventResult -
inherited
-
onLoad(
) → FutureOr< void> -
Late initialization method for Component.
override
-
onMount(
) → void -
Called when the component is added to its parent.
override
-
onParentResize(
Vector2 maxSize) → void -
Called whenever the parent of this component changes size; and also once
before onMount.
inherited
-
onPointerCancel(
PointerCancelEvent event) → void -
inherited
-
onPointerDown(
PointerDownEvent event) → void -
override
-
onPointerHover(
PointerHoverEvent event) → void -
inherited
-
onPointerMove(
PointerMoveEvent event) → void -
inherited
-
onPointerSignal(
PointerSignalEvent event) → void -
inherited
-
onPointerUp(
PointerUpEvent event) → void -
override
-
onRemove(
) → void -
Called when the game is about to be removed from the Flutter widget tree,
but before it is actually removed.
inherited
-
pauseEngine(
) → void -
Pauses the engine game loop execution.
inherited
-
processLifecycleEvents(
) → void -
inherited
-
processRebalanceEvents(
) → void -
inherited
-
propagateToApplicableNotifiers(
Component component, void callback(ComponentsNotifier< Component> )) → void -
inherited
-
propagateToChildren<
T extends Component> (bool handler(T), {bool includeSelf = false}) → 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
-
ready(
) → Future< void> -
Ensure that all pending tree operations finish.
inherited
-
refreshWidget(
) → void -
When a Game is attached to a
GameWidget
, this method will force that widget to be rebuilt. This can be used when updating any property which is implemented within the Flutter tree.inherited -
remove(
Component component) → void -
Removes a component from the component tree.
inherited
-
removeAll(
Iterable< Component> components) → void -
Removes all the children in the list and calls onRemove for all of them
and their children.
inherited
-
removeCollision(
ObjectCollision obj) → void -
removeFromParent(
) → void -
Remove the component from its parent in the next tick.
inherited
-
removeGameStateListener(
VoidCallback callback) → void -
inherited
-
removeVisible(
GameComponent obj) → void -
removeWhere(
bool test(Component component)) → void -
Removes all the children for which the
test
function returns true.inherited -
render(
Canvas canvas) → void -
This implementation of render renders each component, making sure the
canvas is reset for each one.
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
-
requestUpdatePriority(
) → void -
resumeEngine(
) → void -
Resumes the engine game loop execution.
inherited
-
screenToWorld(
Vector2 position) → Vector2 -
This method convert screen position to word position
override
-
setMounted(
) → void -
inherited
-
startScene(
List< SceneAction> actions) → void -
override
-
stopScene(
) → void -
override
-
toBeLoaded(
) → FutureOr< void> -
To be used for tests that needs to evaluate the game after it has been
loaded by the game widget.
inherited
-
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.
-
updateOrderPriority(
) → void -
reorder components by priority
inherited
-
updateOrderPriorityMicrotask(
) → void -
updateTree(
double dt) → void -
This method traverses the component tree and calls update on all its
children according to their priority order, relative to the
priority of the direct siblings, not the children or the ancestors.
inherited
-
updateVisibleCollisionsMicrotask(
) → void -
visibleAttackables(
) → Iterable< Attackable> -
Used to get visible "Attackables".
override
-
visibleCollisions(
) → Iterable< ObjectCollision> -
Used to get visible collisions.
override
-
visibleComponents(
) → Iterable< GameComponent> -
Used to get visible "Components".
override
-
visibleComponentsByType<
T> () → Iterable< T> -
Used to find visible component by type.
override
-
visibleDecorations(
) → Iterable< GameDecoration> -
Used to get visible "Decoration".
override
-
visibleEnemies(
) → Iterable< Enemy> -
Used to get visible "Enemies".
override
-
visibleSensors(
) → Iterable< Sensor< GameComponent> > -
Used to get visible "Sensors".
override
-
worldToScreen(
Vector2 position) → Vector2 -
This method convert word position to screen position
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Constants
- INTERVAL_UPDATE_CACHE → const int
- INTERVAL_UPDATE_ORDER → const int