BonfireGameInterface class abstract

Created by

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Rafaelbarbosatec on 19/11/21

Implementers

Constructors

BonfireGameInterface()

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