GameComponentExtensions extension

on

Properties

bottom double
no setter
left double
no setter
rectConsideringCollision Rect
Gets rect used how base in calculations considering collision
no setter
no setter
top double
no setter

Methods

getComponentDirectionFromMe(GameComponent? comp) Direction
overlaps(Rect other) bool
seeComponent(GameComponent component, {required dynamic observed(GameComponent), VoidCallback? notObserved, double radiusVision = 32}) → void
This method we notify when detect the component when enter in radiusVision configuration Method that bo used in update method.
seeComponentType<T extends GameComponent>({required dynamic observed(List<T>), VoidCallback? notObserved, double radiusVision = 32}) → void
This method we notify when detect components by type when enter in radiusVision configuration Method that bo used in update method.
showDamage(double damage, {TextStyle? config, double initVelocityTop = -5, double gravity = 0.5, double maxDownSize = 20, DirectionTextDamage direction = DirectionTextDamage.RANDOM, bool onlyUp = false}) → void
Add in the game a text with animation representing damage received
simpleAttackMeleeByAngle({required Future<SpriteAnimation> animationTop, required double damage, required double radAngleDirection, required AttackFromEnum attacker, dynamic id, required Vector2 size, bool withPush = true}) → void
Execute simple attack melee using animation
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
Execute simple attack melee using animation
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
Execute the ranged attack using a component with animation
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
Execute the ranged attack using a component with animation