CameraComponent class
CameraComponent is a component through which a World is observed.
A camera consists of two parts: a Viewport, and a Viewfinder. It also references a World component, which is not mounted to the camera, but the camera still knows about it. The world must be mounted somewhere else in the game tree.
A camera is a regular component that can be placed anywhere in the game tree. Most games will have at least one "main" camera for displaying the main game world. However, additional cameras may also be used for some special effects. These extra cameras may be placed either in parallel with the main camera, or within the world. It is even possible to create a camera that looks at itself. FlameGame has one CameraComponent added by default which is called just FlameGame.camera.
Since CameraComponent is a Component, it is possible to attach other components to it. In particular, adding components directly to the camera is equivalent to adding them to the camera's parent. Components added to the viewport will be affected by the viewport's position, but not by its clip mask. Such components will be rendered on top of the viewport. Components added to the viewfinder will be rendered as if they were part of the world. That is, they will be affected both by the viewport and the viewfinder.
Constructors
-
CameraComponent({World? world, Viewport? viewport, Viewfinder? viewfinder, Component? backdrop, List<
Component> ? hudComponents, ComponentKey? key}) -
CameraComponent.withFixedResolution({required double width, required double height, World? world, Viewfinder? viewfinder, Component? backdrop, List<
Component> ? hudComponents, ComponentKey? key}) -
Create a camera that shows a portion of the game world of fixed size
width
xheight
.
Properties
- backdrop ↔ Component
-
The backdrop component is rendered statically behind the world.
getter/setter pair
- children → ComponentSet
-
The children components of this component.
no setterinherited
- 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.
getter/setter pairinherited
- 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
- isLoaded → bool
-
Whether this component has completed its onLoad step.
no setterinherited
- isLoading → bool
-
Whether the component is currently executing its onLoad step.
no setterinherited
- isMounted → bool
-
Whether this component is currently added to a component tree.
no setterinherited
- isMounting → bool
-
no setterinherited
- isRemoved → bool
-
Whether the component has been removed. Originally this flag is
false
, but it becomestrue
after the component was mounted and then removed from its parent. The flag becomesfalse
again when the component is mounted to a new parent.no setterinherited - isRemoving → bool
-
Whether the component is scheduled to be removed.
no setterinherited
- key → ComponentKey?
-
A key that can be used to identify this component in the tree.
finalinherited
-
loaded
→ Future<
void> -
A future that completes when this component finishes loading.
no setterinherited
-
mounted
→ Future<
void> -
A future that will complete once the component is mounted on its parent.
no setterinherited
- parent ↔ Component?
-
Who owns this component in the component tree.
getter/setter pairinherited
- priority ↔ int
-
Render priority of this component. This allows you to control the order in
which your components are rendered.
getter/setter pairinherited
-
removed
→ Future<
void> -
A future that completes when this component is removed from its parent.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- viewfinder ↔ Viewfinder
-
The viewfinder controls which part of the world is seen through the
viewport.
getter/setter pair
- viewport ↔ Viewport
-
The viewport is the "window" through which the game world is observed.
getter/setter pair
- visibleWorldRect → Rect
-
The axis-aligned bounding rectangle of a world region which is currently
visible through the viewport.
no setter
- world ↔ World?
-
Special component that is designed to be the root of a game world.
getter/setter pair
Methods
-
add(
Component component) → FutureOr< 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) → FutureOr< void> -
Adds this component as a child of
parent
(see add for details).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
-
canSee(
PositionComponent component, {World? componentWorld}) → bool -
Returns true if this camera is able to see the
component
. Will always return false if -
componentsAtLocation<
T> (T locationContext, List< T> ? nestedContexts, T? transformContext(CoordinateTransform, T), bool checkContains(Component, T)) → Iterable<Component> -
This is a generic implementation of componentsAtPoint; refer to those
docs for context.
override
-
componentsAtPoint(
Vector2 point, [List< Vector2> ? nestedPoints]) → Iterable<Component> -
An iterable of descendant components intersecting the given point. The
point
is in the local coordinate space.inherited -
contains(
Component c) → bool -
Whether the children list contains the given component.
inherited
-
containsLocalPoint(
Vector2 point) → bool -
Checks whether the
point
is within this component's bounds.inherited -
containsPoint(
Vector2 point) → bool -
Same as containsLocalPoint, but for a "global"
point
.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
-
findGame(
) → FlameGame< World> ? -
Fetches the nearest FlameGame ancestor to the component.
inherited
-
findParent<
T extends Component> ({bool includeSelf = false}) → T? -
Returns the closest parent further up the hierarchy that satisfies type=T,
or null if no such parent can be found.
inherited
-
findRootGame(
) → FlameGame< World> ? -
Fetches the root FlameGame ancestor to the component.
inherited
-
firstChild<
T extends Component> () → T? -
Returns the first child that matches the given type
T
, or null if there are no such children.inherited -
follow(
ReadOnlyPositionProvider target, {double maxSpeed = double.infinity, bool horizontalOnly = false, bool verticalOnly = false, bool snap = false}) → void -
Makes the viewfinder follow the given
target
. -
globalToLocal(
Vector2 point, {Vector2? output}) → Vector2 - Converts from the global (canvas) coordinate space to local (camera = viewport + viewfinder).
-
handleLifecycleEventAdd(
Component parent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventMove(
Component newParent) → LifecycleEventStatus -
inherited
-
handleLifecycleEventRemove(
Component parent) → LifecycleEventStatus -
inherited
-
handleResize(
Vector2 size) → void -
inherited
-
lastChild<
T extends Component> () → T? -
Returns the last child that matches the given type
T
, or null if there are no such children.inherited -
localToGlobal(
Vector2 position, {Vector2? output}) → Vector2 - Converts from the local (camera = viewport + viewfinder) coordinate space to global (canvas).
-
moveBy(
Vector2 offset, {double speed = double.infinity}) → void -
Move the camera by the given
offset
. -
moveTo(
Vector2 point, {double speed = double.infinity}) → void -
Moves the camera towards the specified world
point
. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onChildrenChanged(
Component child, ChildrenChangeType type) → void -
This method will be invoked from lifecycle if
child
has been added to or removed from its parent children list.inherited -
onGameResize(
Vector2 size) → void -
Called whenever the size of the top-level Canvas changes.
inherited
-
onLoad(
) → FutureOr< void> -
Late initialization method for Component.
inherited
-
onMount(
) → void -
Called when the component is added to its parent.
inherited
-
onParentResize(
Vector2 maxSize) → void -
Called whenever the parent of this component changes size; and also once
before onMount.
inherited
-
onRemove(
) → void -
Called right before the component is removed from the game.
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
-
remove(
Component component) → void -
Removes a component from the component tree.
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
-
removeWhere(
bool test(Component component)) → void -
Removes all the children for which the
test
function returns true.inherited -
render(
Canvas canvas) → void -
inherited
-
renderDebugMode(
Canvas canvas) → void -
inherited
-
renderTree(
Canvas canvas) → void -
Renders the world as seen through this camera.
override
-
setBounds(
Shape? bounds, {bool considerViewport = false}) → void - Sets or clears the world bounds for the camera's viewfinder.
-
setLoaded(
) → void -
Used by the FlameGame to set the loaded state of the component, since
the game isn't going through the whole normal component life cycle.
inherited
-
setMounted(
) → void -
Used by the FlameGame to set the mounted state of the component, since
the game isn't going through the whole normal component life cycle.
inherited
-
setRemoved(
) → void -
Used by the FlameGame to set the removed state of the component, since
the game isn't going through the whole normal component life cycle.
inherited
-
stop(
) → void - Removes all movement effects or behaviors from the viewfinder.
-
toString(
) → String -
A string representation of this object.
inherited
-
update(
double dt) → void -
This method is called periodically by the game engine to request that your
component updates itself.
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
Static Properties
- currentCamera → CameraComponent?
-
A camera that currently performs rendering.
no setter
-
currentCameras
→ List<
CameraComponent> -
Stack of all current cameras in the render tree.
final
- maxCamerasDepth ↔ int
-
Maximum number of nested cameras that will be rendered.
getter/setter pair