MovePerCell mixin
- Superclass constraints
- Available extensions
Properties
- absoluteAngle → double
-
The resulting angle after all the ancestors and the components own angle
has been applied.
no setterinherited
- absoluteCenter → Vector2
-
The absolute center of the component.
no setterinherited
- absolutePosition → Vector2
-
The anchor's position in absolute (world) coordinates.
no setterinherited
- absoluteScale → Vector2
-
The resulting scale after all the ancestors and the components own scale
has been applied.
no setterinherited
- absoluteScaledSize → Vector2
-
The resulting size after all the ancestors and the components own scale
has been applied.
no setterinherited
- absoluteTopLeftPosition → Vector2
-
The absolute top left position regardless of whether it is a child or not.
no setterinherited
- acceleration → Vector2
-
no setterinherited
-
activeCollisions
→ Set<
PositionComponent> -
The objects that the object is currently colliding with.
no setterinherited
- anchor ↔ Anchor
-
Anchor point for this component. An anchor point describes a point
within the rectangle of size size. This point is considered to
be the logical "center" of the component. This can be visualized
as the point where Flame "grabs" the component. All transforms
occur around this point: the position is where the anchor point
will end up after the component is translated; the rotation and
scaling also happen around this anchor point.
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
- bottom → double
-
Available on GameComponent, provided by the GameComponentExtensions extension
no setter - bottom → double
-
Available on PositionComponent, provided by the PositionComponentExt extension
no setter - cellSize → Vector2
-
no setter
- center ↔ Vector2
-
The position of the center of the component's bounding rectangle
in the parent's coordinates.
getter/setter pairinherited
- children → ComponentSet
-
The children components of this component.
no setterinherited
- containsShapeHitbox → bool
-
no setterinherited
- context → BuildContext
-
Get BuildContext
no setterinherited
- 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.
getter/setter pairinherited
- 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
- decorator ↔ Decorator
-
The decorator is used to apply visual effects to a component.
getter/setter pairinherited
- diagonalSpeed → double
-
no setterinherited
- displacement ↔ Vector2
-
getter/setter pairinherited
- dtDiagonalSpeed → double
-
no setterinherited
- dtSpeed → double
-
no setterinherited
- dtUpdate ↔ double
-
getter/setter pairinherited
- enabledCheckIsVisible ↔ bool
-
getter/setter pairinherited
- gameMonuted → bool
-
no setterinherited
- gameRef ↔ BonfireGameInterface
-
getter/setter pairinherited
- hasChildren → bool
-
no setterinherited
- hasGameRef → bool
-
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- hasPaintLayers → bool
-
Whether there are any paint layers defined for the component.
no setterinherited
- height ↔ double
-
The height of the component in local coordinates. Note that the object
may visually appear larger or smaller due to application of scale.
getter/setter pairinherited
- isColliding → bool
-
Whether the object is currently colliding or not.
no setterinherited
- isFlippedHorizontally → bool
-
Whether it is currently flipped horizontally.
no setterinherited
- isFlippedVertically → bool
-
Whether it is currently flipped vertically.
no setterinherited
- isHud → bool
-
Available on GameComponent, provided by the ComponentExt extension
no setter - isIdle → bool
-
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
- isVisible ↔ bool
-
getter/setter pairinherited
- key → ComponentKey?
-
A key that can be used to identify this component in the tree.
finalinherited
- lastAngle ↔ double
-
getter/setter pairinherited
- lastDirection ↔ Direction
-
getter/setter pairinherited
- lastDirectionHorizontal ↔ Direction
-
getter/setter pairinherited
- lastDirectionVertical ↔ Direction
-
getter/setter pairinherited
- lastDt ↔ double
-
getter/setter pairinherited
- left → double
-
Available on PositionComponent, provided by the PositionComponentExt extension
no setter - left → double
-
Available on GameComponent, provided by the GameComponentExtensions extension
no setter -
loaded
→ Future<
void> -
A future that completes when this component finishes loading.
no setterinherited
- minDisplacementToConsiderMove ↔ double
-
getter/setter pairinherited
-
mounted
→ Future<
void> -
A future that will complete once the component is mounted on its parent.
no setterinherited
- movementOnlyVisible ↔ bool
-
getter/setter pairinherited
- nativeAngle ↔ double
-
The angle where this component is looking at when it is in
the default state, i.e. when angle is equal to zero.
For example, a nativeAngle of
0 implies up/north direction
pi/2 implies right/east direction
pi implies down/south direction
-pi/2 implies left/west direction
getter/setter pairinherited
-
onCollisionCallback
↔ CollisionCallback<
PositionComponent> ? -
Assign your own CollisionCallback if you want a callback when this
shape collides with another PositionComponent.
getter/setter pairinherited
-
onCollisionEndCallback
↔ CollisionEndCallback<
PositionComponent> ? -
Assign your own CollisionEndCallback if you want a callback when this
shape stops colliding with another PositionComponent.
getter/setter pairinherited
-
onCollisionStartCallback
↔ CollisionCallback<
PositionComponent> ? -
Assign your own CollisionCallback if you want a callback when this
shape starts to collide with another PositionComponent.
getter/setter pairinherited
- opacity ↔ double
-
getter/setter pairinherited
- paint ↔ Paint
-
getter/setter pairinherited
-
paintLayers
↔ List<
Paint> -
List of paints to use (in order) during render.
getter/setter pairinherited
-
paintLayersInternal
↔ List<
Paint> ? -
getter/setter pairinherited
- parent ↔ Component?
-
Who owns this component in the component tree.
getter/setter pairinherited
- position ↔ NotifyingVector2
-
The position of this component's anchor 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.
getter/setter pairinherited
-
properties
↔ Map<
String, dynamic> ? -
getter/setter pairinherited
- rectCollision → Rect
-
no setterinherited
-
removed
→ Future<
void> -
A future that completes when this component is removed from its parent.
no setterinherited
- renderAboveComponents ↔ bool
-
When true this component render above all components in game.
getter/setter pairinherited
- right → double
-
Available on PositionComponent, provided by the PositionComponentExt extension
no setter - right → double
-
Available on GameComponent, provided by the GameComponentExtensions extension
no setter - runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- scale ↔ NotifyingVector2
-
The scale factor of this component. The scale can be different along
the X and Y dimensions. A scale greater than 1 makes the component
bigger, and less than 1 smaller. The scale can also be negative,
which results in a mirror reflection along the corresponding axis.
getter/setter pairinherited
- scaledSize → Vector2
-
The "physical" size of the component. This is the size of the
component as seen from the parent's perspective, and it is equal to
size * scale. This is a computed property and cannot be
modified by the user.
no setterinherited
-
shapeHitboxes
→ Iterable<
ShapeHitbox> -
no setterinherited
- size ↔ NotifyingVector2
-
The logical size of the component. The game assumes that this is the
approximate size of the object that will be drawn on the screen.
This size will therefore be used for collision detection and tap
handling.
getter/setter pairinherited
- speed ↔ double
-
getter/setter pairinherited
- top → double
-
Available on GameComponent, provided by the GameComponentExtensions extension
no setter - top → double
-
Available on PositionComponent, provided by the PositionComponentExt extension
no setter - topLeftPosition ↔ Vector2
-
The top-left corner's position in the parent's coordinates.
getter/setter pairinherited
- transform → Transform2D
-
finalinherited
- transformMatrix → Matrix4
-
The total transformation matrix for the component. This matrix combines
translation, rotation and scale transforms into a single entity. The
matrix is cached and gets recalculated only as necessary.
no setterinherited
- velocity ↔ Vector2
-
getter/setter pairinherited
- velocityRadAngle ↔ double
-
getter/setter pairinherited
- width ↔ double
-
The width of the component in local coordinates. Note that the object
may visually appear larger or smaller due to application of scale.
getter/setter pairinherited
- x ↔ double
-
X position of this component's anchor on the screen.
getter/setter pairinherited
- y ↔ double
-
Y position of this component's anchor on the screen.
getter/setter pairinherited
Methods
-
absolutePositionOf(
Vector2 point) → Vector2 -
Convert local coordinates of a point
point
inside the component into the global (world) coordinate space.inherited -
absolutePositionOfAnchor(
Anchor anchor) → Vector2 -
Similar to absolutePositionOf(), but applies to any anchor
point within the component.
inherited
-
absoluteToLocal(
Vector2 point) → Vector2 -
Transform
point
from the global (world) coordinate space into the local coordinates. This function is the inverse of absolutePositionOf().inherited -
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
-
addParticle(
Particle particle, {Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority, ComponentKey? key}) → void -
Available on GameComponent, provided by the GameComponentExtensions extension
Used to add particles in your component. -
addToParent(
Component parent) → FutureOr< void> -
Adds this component as a child of
parent
(see add for details).inherited -
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
-
angleTo(
Vector2 target) → double -
Returns the angle formed by component's orientation vector and a vector
starting at component's absolute position and ending at
target
. This angle is measured in clockwise direction.target
should be in absolute/world coordinate system.inherited -
applyBleedingPixel(
{required Vector2 position, required Vector2 size, double factor = 0.04, double offsetX = 0, double offsetY = 0, bool calculatePosition = false}) → void -
Available on PositionComponent, provided by the PositionComponentExt extension
-
canMove(
Direction direction, {double? displacement, Iterable< ShapeHitbox> ? ignoreHitboxes}) → bool -
inherited
-
checkInterval(
String key, int intervalInMilli, double dt, {bool firstCheckIsTrue = true}) → bool -
Returns true if for each time the defined millisecond interval passes.
Like a
Timer.periodic
Used in flows involved in the updateinherited -
collidingWith(
PositionComponent other) → bool -
Whether the object is colliding with
other
or not.inherited -
componentsAtLocation<
T> (T locationContext, List< T> ? nestedContexts, T? transformContext(CoordinateTransform, T), bool checkContains(Component, T)) → Iterable<Component> -
This is a generic implementation of componentsAtPoint; refer to those
docs for context.
inherited
-
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 -
contains(
Component c) → bool -
Whether the children list contains the given component.
inherited
-
containsLocalPoint(
Vector2 point) → bool -
Test whether the
point
(given in local coordinates) lies within this component. The top and the left borders of the component are inclusive, while the bottom and the right borders are exclusive.inherited -
containsPoint(
Vector2 point) → bool -
Test whether the
point
(given in global coordinates) lies within this component. The top and the left borders of the component are inclusive, while the bottom and the right borders are exclusive.inherited -
correctPositionFromCollision(
Vector2 position) → void -
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
-
deletePaint(
Object paintId) → void -
Removes a paint from the collection.
inherited
-
descendants(
{bool includeSelf = false, bool reversed = false}) → Iterable< Component> -
Recursively enumerates all nested children.
inherited
-
directionThePlayerIsIn(
) → Direction? -
Available on GameComponent, provided by the GameComponentExtensions extension
-
distance(
PositionComponent other) → double -
Measure the distance (in parent's coordinate space) between this
component's anchor and the
other
component's anchor.inherited -
findGame(
) → FlameGame< World> ? -
Fetches the nearest
FlameGame
ancestor to the component.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
-
findRootGame(
) → FlameGame< World> ? -
Fetches the root
FlameGame
ancestor to the component.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 -
flipHorizontally(
) → void -
Flip the component horizontally around its anchor point.
inherited
-
flipHorizontallyAroundCenter(
) → void -
Flip the component horizontally around its center line.
inherited
-
flipVertically(
) → void -
Flip the component vertically around its anchor point.
inherited
-
flipVerticallyAroundCenter(
) → void -
Flip the component vertically around its center line.
inherited
-
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 -
Available on GameComponent, provided by the GameComponentExtensions extension
Used to generate numbers to create your animations or anythings -
getAlpha(
{Object? paintId}) → int -
Returns the current opacity.
inherited
-
getAngleFromTarget(
GameComponent target) → double -
Available on GameComponent, provided by the GameComponentExtensions extension
Get angle between this comp to target -
getComponentDirectionFromMe(
GameComponent comp) → Direction -
Available on GameComponent, provided by the GameComponentExtensions extension
-
getOpacity(
{Object? paintId}) → double -
Returns the current opacity.
inherited
-
getPaint(
[Object? paintId]) → Paint -
Gets a paint from the collection.
inherited
-
globalToViewportPosition(
Offset position) → Offset -
Available on GameComponent, provided by the GameComponentExtensions extension
-
handleLifecycleEventAdd(
Component parent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventMove(
Component newParent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventRemove(
Component parent) → LifecycleEventStatus -
inherited
-
handleResize(
Vector2 size) → void -
inherited
-
handlerPointerCancel(
PointerCancelEvent event) → bool -
inherited
-
handlerPointerDown(
PointerDownEvent event) → bool -
inherited
-
handlerPointerHover(
PointerHoverEvent event) → bool -
inherited
-
handlerPointerMove(
PointerMoveEvent event) → bool -
inherited
-
handlerPointerSignal(
PointerSignalEvent event) → bool -
inherited
-
handlerPointerUp(
PointerUpEvent event) → bool -
inherited
-
hasGesture(
) → bool -
inherited
-
idle(
) → void -
inherited
-
invervalIsRunning(
String key) → bool -
inherited
-
isStopped(
) → bool -
inherited
-
isVisibleInCamera(
) → bool -
Method that checks if this component is visible on the screen
inherited
-
keepDistance(
GameComponent target, double minDistance) → bool -
Available on Movement, provided by the MovementExtensions extension
-
lastChild<
T extends Component> () → T? -
Returns the last child that matches the given type
T
, or null if there are no such children.inherited -
loadCameraParallaxComponent(
Iterable< ParallaxData> dataList, {Vector2? baseVelocity, Vector2? velocityMultiplierDelta, ImageRepeat repeat = ImageRepeat.repeatX, Alignment alignment = Alignment.bottomLeft, LayerFill fill = LayerFill.height, Images? images, Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority, FilterQuality? filterQuality, ComponentKey? key}) → Future<ParallaxComponent< FlameGame< >World> > -
Available on GameComponent, provided by the GameComponentExtensions extension
-
loadParallaxComponent(
Iterable< ParallaxData> dataList, {Vector2? baseVelocity, Vector2? velocityMultiplierDelta, ImageRepeat repeat = ImageRepeat.repeatX, Alignment alignment = Alignment.bottomLeft, LayerFill fill = LayerFill.height, Images? images, Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority, FilterQuality? filterQuality, ComponentKey? key}) → Future<ParallaxComponent< FlameGame< >World> > -
Available on GameComponent, provided by the GameComponentExtensions extension
-
localToParent(
Vector2 point, {Vector2? output}) → Vector2 -
inherited
-
lookAt(
Vector2 target) → void -
Rotates/snaps the component to look at the
target
.inherited -
makeOpaque(
{Object? paintId}) → void -
Manipulate the paint to make it fully opaque.
inherited
-
makeTransparent(
{Object? paintId}) → void -
Manipulate the paint to make it fully transparent.
inherited
-
moveDown(
{double? speed}) → void -
Move player to Down
override
-
moveDownLeft(
{double? speed}) → void -
Move player to Down and Left
override
-
moveDownLeftOnce(
{double? speed}) → void -
inherited
-
moveDownOnce(
{double? speed}) → void -
inherited
-
moveDownRight(
{double? speed}) → void -
Move player to Down and Right
override
-
moveDownRightOnce(
{double? speed}) → void -
inherited
-
moveFromAngle(
double angle, {double? speed}) → void -
Move Player to direction by radAngle
override
-
moveFromDirection(
Direction direction, {bool enabledDiagonal = true, double? speed}) → void -
inherited
-
moveLeft(
{double? speed}) → void -
Move player to Left
override
-
moveLeftOnce(
{double? speed}) → void -
inherited
-
moveRight(
{double? speed}) → void -
Move player to Right
override
-
moveRightOnce(
{double? speed}) → void -
inherited
-
moveToPosition(
Vector2 position, {double? speed, bool useCenter = true}) → bool -
inherited
-
moveTowardsTarget<
T extends GameComponent> ({required T target, Function? close, double margin = 4, MovementAxis movementAxis = MovementAxis.all}) → bool -
Available on Movement, provided by the MovementExtensions extension
This method move this component to target Need use Movement mixin. Method that bo used in update method. return true if moved. -
moveUp(
{double? speed}) → void -
Move player to Up
override
-
moveUpLeft(
{double? speed}) → void -
Move player to Up and Left
override
-
moveUpLeftOnce(
{double? speed}) → void -
inherited
-
moveUpOnce(
{double? speed}) → void -
inherited
-
moveUpRight(
{double? speed}) → void -
Move player to Up and Right
override
-
moveUpRightOnce(
{double? speed}) → void -
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onApplyDisplacement(
double dt) → void -
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 -
onCollision(
Set< Vector2> intersectionPoints, PositionComponent other) → void -
onCollision is called in every tick when this object is colliding with
other
.inherited -
onCollisionEnd(
PositionComponent other) → void -
onCollisionEnd is called once when this object has stopped colliding
with
other
.inherited -
onCollisionStart(
Set< Vector2> intersectionPoints, PositionComponent other) → void -
onCollisionStart is called in the first tick when this object starts
colliding with
other
.inherited -
onComponentTypeCheck(
PositionComponent other) → bool -
Works only for the QuadTree collision detection.
If you need to prevent collision of items of different types -
reimplement onComponentTypeCheck. The result of calculation is cached
so you should not check any dynamical parameters here, the function
intended to be used as pure type checker.
Call super.onComponentTypeCheck to get the parent's result of the
type check if needed. In other causes this call is redundant in game code.
inherited
-
onGameDetach(
) → void -
inherited
-
onGameMounted(
) → void -
inherited
-
onGameResize(
Vector2 size) → void -
Called whenever the size of the top-level Canvas changes.
inherited
-
onLoad(
) → Future< void> -
Late initialization method for Component.
inherited
-
onMount(
) → void -
Called when the component is added to its parent.
inherited
-
onMove(
double speed, Vector2 displacement, Direction direction, double angle) → void -
You can override this method to listen the movement of this component
inherited
-
onParentResize(
Vector2 maxSize) → void -
Called whenever the parent of this component changes size; and also once
before onMount.
inherited
-
onRemove(
) → void -
Called right before the component is removed from the game.
inherited
-
onVelocityUpdate(
double dt, Vector2 velocity) → Vector2 -
inherited
-
opacityProviderOf(
Object paintId) → OpacityProvider -
Creates an OpacityProvider for given
paintId
and can be used astarget
for OpacityEffect.inherited -
opacityProviderOfList(
{List< Object?> ? paintIds, bool includeLayers = true}) → OpacityProvider -
Creates an OpacityProvider for given list of
paintIds
and can be used astarget
for OpacityEffect.inherited -
overlaps(
Rect other) → bool -
Available on GameComponent, provided by the GameComponentExtensions extension
-
parentToLocal(
Vector2 point, {Vector2? output}) → Vector2 -
inherited
-
pauseEffectController(
String key) → void -
inherited
-
playInterval(
String key) → void -
inherited
-
positionOf(
Vector2 point) → Vector2 -
Convert local coordinates of a point
point
inside the component into the parent's coordinate space.inherited -
positionOfAnchor(
Anchor anchor) → Vector2 -
Similar to positionOf(), but applies to any anchor point within
the component.
inherited
-
positionsItselfAndKeepDistance<
T extends GameComponent> (T target, {dynamic positioned(T)?, double radiusVision = 32, double? minDistanceFromPlayer, bool runOnlyVisibleInScreen = true}) → bool -
Available on Movement, provided by the MovementExtensions extension
Checks whether the component is within range. If so, position yourself and keep your distance. Method that bo used in update method. -
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
-
raycast(
Vector2 direction, {Vector2? origin, double? maxDistance, Iterable< ShapeHitbox> ? ignoreHitboxes}) → RaycastResult<ShapeHitbox> ? -
inherited
-
raycastAll(
int numberOfRays, {Vector2? origin, double? maxDistance, double startAngle = 0, double sweepAngle = tau, List< Ray2> ? rays, List<ShapeHitbox> ? ignoreHitboxes}) → List<RaycastResult< ShapeHitbox> > -
inherited
-
raytrace(
Ray2 ray, {int maxDepth = 10, List< ShapeHitbox> ? ignoreHitboxes}) → Iterable<RaycastResult< ShapeHitbox> > -
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
-
removeFromParent(
) → void -
Remove the component from its parent in the next tick.
inherited
-
removeWhere(
bool test(Component component)) → void -
Removes all the children for which the
test
function returns true.inherited -
render(
Canvas canvas) → void -
inherited
-
renderDebugMode(
Canvas canvas) → void -
inherited
-
renderTree(
Canvas canvas) → void -
inherited
-
resetInterval(
String key) → void -
inherited
-
screenPosition(
) → Vector2 -
Return screen position of this component.
inherited
-
setAlpha(
int alpha, {Object? paintId}) → void -
Changes the opacity of the paint.
inherited
-
setByRect(
Rect rect) → void -
Mutates position and size using the provided
rect
as basis. This is a relative rect, same definition that toRect use (therefore both methods are compatible, i.e. setByRect ∘ toRect = identity).inherited -
setColor(
Color color, {Object? paintId}) → void -
Shortcut for changing the color of the paint.
inherited
-
setLoaded(
) → void -
Used by the
FlameGame
to set the loaded state of the component, since the game isn't going through the whole normal component life cycle.inherited -
setMounted(
) → void -
Used by the
FlameGame
to set the mounted state of the component, since the game isn't going through the whole normal component life cycle.inherited -
setOpacity(
double opacity, {Object? paintId}) → void -
Changes the opacity of the paint.
inherited
-
setPaint(
Object paintId, Paint paint) → void -
Sets a paint on the collection.
inherited
-
setRemoved(
) → void -
Used by the
FlameGame
to set the removed state of the component, since the game isn't going through the whole normal component life cycle.inherited -
setupMovePerCell(
{bool? enabled, PushableFromEnum? pushableFrom, bool? pushPerCellEnabled, Vector2? cellSize, double? pushPerCellDuration, Curve? pushPerCellCurve}) → void -
setVelocityAxis(
{double? x, double? y}) → void -
inherited
-
setZeroVelocity(
{bool isX = true, bool isY = true}) → void -
inherited
-
showDamage(
double damage, {TextStyle? config, double initVelocityVertical = -5, double initVelocityHorizontal = 1, double gravity = 0.5, double maxDownSize = 20, DirectionTextDamage direction = DirectionTextDamage.RANDOM, bool onlyUp = false}) → void -
Available on GameComponent, provided by the GameComponentExtensions extension
Add in the game a text with animation representing damage received -
simpleAttackMeleeByAngle(
{dynamic id, Future< SpriteAnimation> ? animation, required double damage, required double angle, required AttackOriginEnum attackFrom, required Vector2 size, bool withPush = true, double marginFromCenter = 0, Vector2? centerOffset, void onDamage(Attackable attackable)?}) → void -
Available on GameComponent, provided by the GameComponentExtensions extension
Execute simple attack melee using animation -
simpleAttackMeleeByDirection(
{Future< SpriteAnimation> ? animationRight, dynamic id, required double damage, required Direction direction, required Vector2 size, required AttackOriginEnum attackFrom, bool withPush = true, double? sizePush, double? marginFromCenter, Vector2? centerOffset, void onDamage(Attackable attackable)?}) → void -
Available on GameComponent, provided by the GameComponentExtensions extension
Execute simple attack melee using animation -
simpleAttackRangeByAngle(
{required Future< SpriteAnimation> animation, required Vector2 size, required double angle, required double damage, required AttackOriginEnum attackFrom, Vector2? destroySize, Future<SpriteAnimation> ? animationDestroy, dynamic id, double speed = 150, bool withDecorationCollision = true, VoidCallback? onDestroy, ShapeHitbox? collision, LightingConfig? lightingConfig, double marginFromOrigin = 16, Vector2? centerOffset}) → void -
Available on GameComponent, provided by the GameComponentExtensions extension
Execute the ranged attack using a component with animation -
simpleAttackRangeByDirection(
{required Future< SpriteAnimation> animationRight, required Vector2 size, required Direction direction, required AttackOriginEnum attackFrom, Vector2? destroySize, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, VoidCallback? onDestroy, ShapeHitbox? collision, LightingConfig? lightingConfig, Future<SpriteAnimation> ? animationDestroy, double marginFromOrigin = 16, Vector2? centerOffset}) → void -
Available on GameComponent, provided by the GameComponentExtensions extension
Execute the ranged attack using a component with animation -
stopMove(
{bool forceIdle = false, bool isX = true, bool isY = true}) → void -
inherited
-
tickInterval(
String key) → void -
inherited
-
tint(
Color color, {Object? paintId}) → void -
Applies a color filter to the paint which will make
things rendered with the paint looking like it was
tinted with the given color.
inherited
-
toAbsoluteRect(
) → Rect -
The bounding rectangle of the component in global coordinate space.
inherited
-
toLocal(
Vector2 point) → Vector2 -
Transform
point
from the parent's coordinate space into the local coordinates. This function is the inverse of positionOf().inherited -
toRect(
) → Rect -
Returns the bounding rectangle for this component.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
-
translate(
Vector2 displacement) → 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.
inherited
-
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
-
viewportPositionToGlobal(
Offset position) → Offset -
Available on GameComponent, provided by the GameComponentExtensions extension
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited