MoveAlongPathEffect class

This effect will move the target along the specified path, which may contain curved segments, but must be simply-connected.

If absolute is false (default), the path argument will be taken as relative to the target's position at the start of the effect. It is recommended in this case to have a path that starts at the origin in order to avoid sudden jumps in the target's position.

If absolute flag is true, then the path will be assumed to be given in absolute coordinate space and the target will be placed at the beginning of the path when the effect starts.

The oriented flag controls the direction of the target as it follows the path. If this flag is false (default), the target keeps its original orientation. If the flag is true, the target is automatically rotated as it follows the path so that it is always oriented tangent to the path.

Inheritance
Available extensions

Constructors

MoveAlongPathEffect(Path path, EffectController controller, {bool absolute = false, bool oriented = false})

Properties

children ComponentSet
The children of the current component.
no setterinherited
controller EffectController
An object that describes how the effect should evolve over time.
finalinherited
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
hasChildren bool
no setterinherited
hashCode int
The hash code for this object.
no setterinherited
hasPendingLifecycleEvents bool
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
isPaused bool
Whether the effect is paused or not.
no setterinherited
lifecycle → _LifecycleManager
no setterinherited
loaded Future<void>
A future that will complete once this component has finished loading.
no setterinherited
mounted Future<void>
A future that will complete once the component is mounted on its parent
no setterinherited
onFinishCallback ↔ void Function()?
Optional callback function to be invoked once the effect completes.
getter/setter pairinherited
parent Component?
The current parent of the component, or null if there is none.
no setterinherited
positionType PositionType
What coordinate system this component should respect (i.e. should it observe camera, viewport, or use the raw canvas).
getter/setter pairinherited
previousProgress double
The effect's progress variable as it was the last time that the apply() method was called. Mostly used by the derived classes.
no setterinherited
priority int
Render priority of this component. This allows you to control the order in which your components are rendered.
getter/setter pairinherited
removeOnFinish bool
Whether the effect should be removed from its parent once it is completed, true by default.
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
target PositionComponent
getter/setter pairinherited
transform ↔ Transform2D
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
addToParent(Component parent) Future<void>?
Adds this component to the provided parent (see add for details).
inherited
advance(double dt) double
Used for SequenceEffect. This is similar to update(), but cannot be paused, does not obey removeOnFinish, and returns the "leftover time" similar to EffectController.advance.
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
apply(double progress) → void
Apply the given progress level to the effect's target.
override
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
contains(Component c) bool
Whether the children list contains the given component.
inherited
containsPoint(Vector2 point) bool
Called to check whether the point is to be counted as within the component It needs to be overridden to have any effect, like it is in PositionComponent.
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
descendants({bool includeSelf = false, bool reversed = false}) Iterable<Component>
Recursively enumerates all nested children.
inherited
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
handleResize(Vector2 size) → void
inherited
lastChild<T extends Component>() → T?
Returns the last child that matches the given type T.
inherited
measure() double
Calculate the "measure" of the effect, which is the effect's distance from min to max progress. The "measure" is any property for which the notion of speed is well-defined.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onFinish() → void
This method is called once when the effect is about to finish, but before it is removed from its parent. The notion of "about to finish" is defined by the controller: this method is called when controller.completed property first becomes true.
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
onRemove() → void
Called right before the component is removed from the game.
inherited
onStart() → void
This method is called once when the effect is about to start, but before the first call to apply(). The notion of "about to start" is defined by the controller: this method is called when controller.started property first becomes true.
override
pause() → void
Pause the effect. The effect will not respond to updates while it is paused. Calling resume() or reset() will un-pause it. Pausing an already paused effect is a no-op.
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
recede(double dt) double
Used for SequenceEffect. This is similar to update(), but the effect is moved back in time. The callbacks onStart/onFinish will not be called. This method returns the "leftover time" similar to EffectController.recede.
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
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
reset() → void
Restore the effect to its original state as it was when the effect was just created.
inherited
resetToEnd() → void
inherited
resume() → void
Resume updates in a previously paused effect. If the effect is not currently paused, this call is a no-op.
inherited
setMounted() → void
inherited
toString() String
A string representation of this object.
inherited
update(double dt) → void
Implementation of Component's update() method. Derived classes are not expected to redefine this.
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

Operators

operator ==(Object other) bool
The equality operator.
inherited