BonfireGame class

Is a customGame where all magic of the Bonfire happen.

Inheritance
Implemented types
Available extensions

Constructors

BonfireGame({required BuildContext context, required MapGame 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, bool showFPS = false, ValueChanged<BonfireGame>? onReady, TapInGame? onTapDown, TapInGame? onTapUp, GameColorFilter? colorFilter, CameraConfig? cameraConfig})

Properties

assets → AssetsCache
finalinherited
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 of the current component.
no setterinherited
collisionAreaColor Color?
Color of the collision area when showCollisionArea is true
final
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 true
final
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
gameController GameController?
Used to extensively control game elements
final
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
hasPendingLifecycleEvents bool
no setterinherited
highestPriority int
Get of the _highestPriority
no setterinherited
images → Images
finalinherited
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
isMounted bool
Whether this component is currently added to a component tree.
no setterinherited
joystick JoystickController?
no setteroverride
lifecycle → _LifecycleManager
no setterinherited
lighting LightingInterface?
no setteroverride
lightingColorGame Color?
Used to configure lighting in the game
final
loaded Future<void>
A future that will complete once this component has finished loading.
no setterinherited
map MapGame
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 ValueNotifier<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.
finalinherited
onLoadFuture Future<void>?
This variable ensures that Game's onLoad is called no more than once.
getter/setter pairinherited
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
overlays → ActiveOverlaysNotifier
A property that stores an ActiveOverlaysNotifier
finalinherited
parent Component?
The current parent of the component, or null if there is none.
no setterinherited
paused bool
Returns is the engine if currently paused or running
getter/setter pairinherited
pauseEngineFn VoidCallback?
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 your Game implementation.
getter/setter pairinherited
resumeEngineFn VoidCallback?
getter/setter pairinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
shouldRemove bool
Whether this component should be removed or not.
getter/setter pairinherited
showCollisionArea bool
Used to draw area collision in objects.
final
showFPS bool
Used to show in the interface the FPS.
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 your Game implementation.
getter/setter pairinherited

Methods

add(Component component) Future<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
addJoystickObserver(GameComponent target, {bool cleanObservers = false, bool moveCameraToTarget = false}) → void
Use this method to change default observer of the Joystick events.
override
addParticle(Particle particle, {Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority = LayerPriority.MAP + 1}) → void
Used to add particles in game.
override
addToParent(Component parent) Future<void>?
Adds this component to the provided 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
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.
inherited
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
componentsByType<T>() Iterable<T>
Used to find component by type.
override
contains(Component c) bool
Whether the children list contains the given component.
inherited
containsPoint(Vector2 p) bool
Whether a point is within the boundaries of the visible part of the game.
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
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
enemies() Iterable<Enemy>
Used to get all "Enemies".
override
eventPosition(PositionInfo info) Vector2
inherited
findGame() → Game?
inherited
findParent<T extends Component>() → 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.
inherited
fps([int average = 1]) double
Returns the FPS based on the frame times from onTimingsCallback.
inherited
getValueGenerator(Duration duration, {double begin = 0.0, double end = 1.0, Curve curve = Curves.decelerate, VoidCallback? onFinish, ValueChanged<double>? onChange}) ValueGeneratorComponent
Used to generate numbers to create your animations.
override
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.
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
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
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.
inherited
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
onLoad() Future<void>?
Late initialization method for Component.
override
onMount() → void
Called when the component is added to its parent.
override
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
onTimingsCallback(List<FrameTiming> timings) → void
Use for calculating the FPS.
inherited
pauseEngine() → void
Pauses the engine game loop execution.
inherited
processPendingLifecycleEvents() → void
Attempt to resolve any pending lifecycle events on this component.
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
remove(Component component) → void
Removes a component from the component tree, calling onRemove for it and its children.
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
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
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
toString() String
A string representation of this object.
inherited
update(double t) → void
This method is called periodically by the game engine to request that your component updates itself.
updateOrderPriority() → void
reorder components by priority
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
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
visibleLighting() Iterable<Lighting>
Used to get visible "Lighting".
override
visibleSensors() Iterable<Sensor>
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