GameComponentExtensions extension
Properties
- bottom → double
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Available on GameComponent, provided by the GameComponentExtensions extension
no setter - left → double
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Available on GameComponent, provided by the GameComponentExtensions extension
no setter - right → double
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Available on GameComponent, provided by the GameComponentExtensions extension
no setter - top → double
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Available on GameComponent, provided by the GameComponentExtensions extension
no setter
Methods
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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. -
directionThePlayerIsIn(
) → Direction? -
Available on GameComponent, provided by the GameComponentExtensions extension
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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 -
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
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globalToViewportPosition(
Offset position) → Offset -
Available on GameComponent, provided by the GameComponentExtensions extension
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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
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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
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overlaps(
Rect other) → bool -
Available on GameComponent, provided by the GameComponentExtensions extension
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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 -
viewportPositionToGlobal(
Offset position) → Offset -
Available on GameComponent, provided by the GameComponentExtensions extension