GameComponentExtensions extension

on

Properties

bottom double
no setter
left double
no setter
rectConsideringCollision Rect
Gets rect used how base in calculations considering collision
no setter
no setter
top double
no setter

Methods

addParticle(Particle particle, {Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority}) → void
Used to add particles in your component.
directionThePlayerIsIn() Direction?
generateValues(Duration duration, {double begin = 0.0, double end = 1.0, Curve curve = Curves.linear, bool autoStart = true, VoidCallback? onFinish, ValueChanged<double>? onChange}) ValueGeneratorComponent
Used to generate numbers to create your animations or anythings
getComponentDirectionFromMe(GameComponent? comp) Direction
isObjectCollision() bool
Method that checks if this component contain collisions
overlaps(Rect other) bool
showDamage(double damage, {TextStyle? config, double initVelocityTop = -5, double gravity = 0.5, double maxDownSize = 20, DirectionTextDamage direction = DirectionTextDamage.RANDOM, bool onlyUp = false}) → void
Add in the game a text with animation representing damage received
simpleAttackMeleeByAngle({dynamic id, Future<SpriteAnimation>? animation, required double damage, required double angle, required AttackFromEnum attackFrom, required Vector2 size, bool withPush = true, double marginFromOrigin = 16, Vector2? centerOffset}) → void
Execute simple attack melee using animation
simpleAttackMeleeByDirection({Future<SpriteAnimation>? animationRight, dynamic id, required double damage, required Direction direction, required Vector2 size, required AttackFromEnum attackFrom, bool withPush = true, double? sizePush, Vector2? centerOffset}) → void
Execute simple attack melee using animation
simpleAttackRangeByAngle({required Future<SpriteAnimation> animation, required Vector2 size, required double angle, required double damage, required AttackFromEnum attackFrom, Vector2? destroySize, Future<SpriteAnimation>? animationDestroy, dynamic id, double speed = 150, bool withDecorationCollision = true, VoidCallback? onDestroy, CollisionConfig? collision, LightingConfig? lightingConfig, double marginFromOrigin = 16, Vector2? centerOffset}) → void
Execute the ranged attack using a component with animation
simpleAttackRangeByDirection({required Future<SpriteAnimation> animationRight, required Vector2 size, required Direction direction, required AttackFromEnum attackFrom, Vector2? destroySize, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, bool enableDiagonal = true, VoidCallback? onDestroy, CollisionConfig? collision, LightingConfig? lightingConfig, Future<SpriteAnimation>? animationDestroy, double marginFromOrigin = 16, Vector2? centerOffset}) → void
Execute the ranged attack using a component with animation