BonfireGameInterface class abstract
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Rafaelbarbosatec on 19/11/21
- Implementers
Constructors
Properties
- camera → BonfireCamera
-
no setter
- collisionAreaColor → Color?
-
no setter
- colorFilter → ColorFilterInterface?
-
no setter
- context → BuildContext
-
no setter
- enabledGestures → bool
-
no setter
- enabledKeyboard → bool
-
no setter
-
globalForces
→ List<
Force2D> -
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- hasLayout → bool
-
no setter
- highestPriority → int
-
no setter
- interface → GameInterface?
-
no setter
- lighting → LightingInterface?
-
no setter
- map → GameMap
-
no setter
- overlays → OverlayManager
-
A property that stores an
ActiveOverlaysNotifier
no setter - paused → bool
-
Returns is the engine if currently paused or running
no setter
- player → Player?
-
no setter
-
playerControllers
→ List<
PlayerController> ? -
no setter
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- sceneBuilderStatus ↔ SceneBuilderStatus
-
getter/setter pair
- showCollisionArea → bool
-
no setter
- size → Vector2
-
no setter
- timeScale ↔ double
-
getter/setter pair
- worldsize → Vector2
-
no setter
Methods
-
add(
Component component) → FutureOr< void> - Used to add component in the game.
-
addAll(
List< Component> components) → Future<void> - Used to add component list in the game.
-
addHud(
Component component) → FutureOr< void> - Used to add hud component in the game.
-
addJoystickObserver(
PlayerControllerListener target, {bool cleanObservers = false, bool moveCameraToTarget = false}) → void - Used to change Joystick listener. And move camera to new target.
-
attackables(
{bool onlyVisible = false}) → Iterable< Attackable> - Used to get all "Attackables" or oly visibles.
-
collisions(
{bool onlyVisible = false}) → Iterable< ShapeHitbox> - Used to get all "ShapeHitbox".
-
configCollisionDetection(
Rect mapDimensions) → void -
decorations(
{bool onlyVisible = false}) → Iterable< GameDecoration> - Used to get all "Decoration" or oly visibles.
-
enableGestures(
bool enable) → void -
enableKeyboard(
bool enable) → void -
enemies(
{bool onlyVisible = false}) → Iterable< Enemy> - Used to get all "Enemies" or oly visibles.
-
generateValues(
Duration duration, {double begin = 0.0, double end = 1.0, Curve curve = Curves.linear, Curve? reverseCurve, bool autoStart = true, bool infinite = false, VoidCallback? onFinish, ValueChanged< double> ? onChange}) → ValueGeneratorComponent - Used to generate numbers to create your animations or anythings
-
globalToViewportPosition(
Vector2 position) → Vector2 - This method convert viewport position to word position
-
isVisibleInCamera(
GameComponent c) → bool - Used to check if a component is visible in the camera.
-
livingEnemies(
{bool onlyVisible = false}) → Iterable< Enemy> - Used to get living "Enemies" or oly visibles.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
pauseEngine(
) → void - Used to pause the engine.
-
query<
T extends Component> ({bool onlyVisible = false}) → Iterable< T> - Used to find component by type visible or not.
-
queryHud<
T extends Component> () → Iterable< T> - Used to get hud components.
-
raycast(
Ray2 ray, {double? maxDistance, List< ShapeHitbox> ? ignoreHitboxes, RaycastResult<ShapeHitbox> ? out}) → RaycastResult<ShapeHitbox> ? -
raycastAll(
Vector2 origin, {required int numberOfRays, double startAngle = 0, double sweepAngle = tau, double? maxDistance, List< Ray2> ? rays, List<ShapeHitbox> ? ignoreHitboxes, List<RaycastResult< ? out}) → List<ShapeHitbox> >RaycastResult< ShapeHitbox> > -
raytrace(
Ray2 ray, {int maxDepth = 10, List< ShapeHitbox> ? ignoreHitboxes, List<RaycastResult< ? out}) → Iterable<ShapeHitbox> >RaycastResult< ShapeHitbox> > -
resumeEngine(
) → void - Used to resume the engine.
-
screenToWorld(
Vector2 screenPosition) → Vector2 - This method convert screen position to word position
-
startScene(
List< SceneAction> actions, {void onComplete()?}) → void -
stopScene(
) → void -
toString(
) → String -
A string representation of this object.
inherited
-
viewportPositionToGlobal(
Vector2 position) → Vector2 - This method convert viewport position to screen position
-
visibles<
T extends GameComponent> () → Iterable< T> - Used to get visible "Components".
-
worldToScreen(
Vector2 worldPosition) → Vector2 - This method convert word position to screen position
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited