GameComponentExtensions extension
Methods
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getComponentDirectionFromMe(GameComponent? comp)
→ Direction
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overlaps(Rect other)
→ bool
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seeComponent(GameComponent component, {required dynamic observed(GameComponent), VoidCallback? notObserved, double radiusVision = 32})
→ void
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This method we notify when detect the component when enter in
radiusVision
configuration
Method that bo used in update method.
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seeComponentType<T extends GameComponent>({required dynamic observed(List<T>), VoidCallback? notObserved, double radiusVision = 32})
→ void
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This method we notify when detect components by type when enter in
radiusVision
configuration
Method that bo used in update method.
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showDamage(double damage, {TextStyle? config, double initVelocityTop = -5, double gravity = 0.5, double maxDownSize = 20, DirectionTextDamage direction = DirectionTextDamage.RANDOM, bool onlyUp = false})
→ void
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Add in the game a text with animation representing damage received
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simpleAttackMeleeByAngle({required Future<SpriteAnimation> animationTop, required double damage, required double radAngleDirection, required AttackFromEnum attacker, dynamic id, required Vector2 size, bool withPush = true})
→ void
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Execute simple attack melee using animation
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simpleAttackMeleeByDirection({Future<SpriteAnimation>? animationRight, Future<SpriteAnimation>? animationDown, Future<SpriteAnimation>? animationLeft, Future<SpriteAnimation>? animationUp, dynamic id, required double damage, required Direction direction, required Vector2 size, required AttackFromEnum attackFrom, bool withPush = true, double? sizePush})
→ void
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Execute simple attack melee using animation
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simpleAttackRangeByAngle({required Future<SpriteAnimation> animation, required Vector2 size, required double angle, required double damage, required AttackFromEnum attackFrom, Vector2? destroySize, Future<SpriteAnimation>? animationDestroy, dynamic id, double speed = 150, bool withDecorationCollision = true, VoidCallback? onDestroy, CollisionConfig? collision, LightingConfig? lightingConfig, double marginFromOrigin = 16})
→ void
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Execute the ranged attack using a component with animation
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simpleAttackRangeByDirection({required Future<SpriteAnimation> animationRight, required Future<SpriteAnimation> animationLeft, required Future<SpriteAnimation> animationUp, required Future<SpriteAnimation> animationDown, required Vector2 size, required Direction direction, required AttackFromEnum attackFrom, Vector2? destroySize, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, bool enableDiagonal = true, VoidCallback? onDestroy, CollisionConfig? collision, LightingConfig? lightingConfig, Future<SpriteAnimation>? animationDestroy})
→ void
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Execute the ranged attack using a component with animation