BonfireGameInterface class abstract
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Rafaelbarbosatec on 19/11/21
- Implementers
Constructors
Properties
- camera → Camera
-
no setter
- children → ComponentSet
-
no setter
- collisionAreaColor → Color?
-
no setter
- colorFilter → ColorFilterInterface?
-
no setter
- constructionModeColor → Color?
-
no setter
- context → BuildContext
-
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- hasLayout → bool
-
no setter
- highestPriority → int
-
no setter
- interface → GameInterface?
-
no setter
- joystick → JoystickController?
-
no setter
- lighting → LightingInterface?
-
no setter
- map → MapGame
-
no setter
- overlays → ActiveOverlaysNotifier
-
A property that stores an
ActiveOverlaysNotifier
no setter - player → Player?
-
no setter
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- showCollisionArea → bool
-
no setter
- showFPS → bool
-
no setter
- size → Vector2
-
no setter
Methods
-
add(
Component component) → Future< void> ? - Used to add component in the game.
-
addAll(
List< Component> components) → Future<void> - Used to add component list in the game.
-
addJoystickObserver(
GameComponent target, {bool cleanObservers = false, bool moveCameraToTarget = false}) → void - Used to change Joystick listener. And move camera to new target.
-
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.
-
attackables(
) → Iterable< Attackable> - Used to get all "Attackables".
-
collisions(
) → Iterable< ObjectCollision> - Used to get all collisions.
-
componentsByType<
T> () → Iterable< T> - Used to find component by type.
-
decorations(
) → Iterable< GameDecoration> - Used to get all "Decoration".
-
enemies(
) → Iterable< Enemy> - Used to get all "Enemies".
-
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.
-
isVisibleInCamera(
GameComponent c) → bool - Used to check if a component is visible in the camera.
-
livingEnemies(
) → Iterable< Enemy> - Used to get living "Enemies".
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
pauseEngine(
) → void - Used to pause the engine.
-
resumeEngine(
) → void - Used to resume the engine.
-
screenToWorld(
Vector2 position) → Vector2 - This method convert screen position to word position
-
toString(
) → String -
A string representation of this object.
inherited
-
visibleAttackables(
) → Iterable< Attackable> - Used to get visible "Attackables".
-
visibleCollisions(
) → Iterable< ObjectCollision> - Used to get visible collisions.
-
visibleComponents(
) → Iterable< GameComponent> - Used to get visible "Components".
-
visibleComponentsByType<
T> () → Iterable< T> - Used to find visible component by type.
-
visibleDecorations(
) → Iterable< GameDecoration> - Used to get visible "Decoration".
-
visibleEnemies(
) → Iterable< Enemy> - Used to get visible "Enemies".
-
visibleLighting(
) → Iterable< Lighting> - Used to get visible "Lighting".
-
visibleSensors(
) → Iterable< Sensor> - Used to get visible "Sensors".
-
worldToScreen(
Vector2 position) → Vector2 - This method convert word position to screen position
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited