GenericCollisionCallbacks<T> mixin
The GenericCollisionCallbacks mixin can be used to get callbacks from the
collision detection system, potentially without using the Flame component
system.
The default implementation used with FCS is CollisionCallbacks.
The generic type T
here is the type of the object that has the hitboxes
are attached to, for example it is PositionComponent in the
StandardCollisionDetection.
- Mixin applications
Properties
-
activeCollisions
→ Set<
T> -
The objects that the object is currently colliding with.
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- isColliding → bool
-
Whether the object is currently colliding or not.
no setter
-
onCollisionCallback
↔ CollisionCallback<
T> ? -
Assign your own CollisionCallback if you want a callback when this
shape collides with another
T
.getter/setter pair -
onCollisionEndCallback
↔ CollisionEndCallback<
T> ? -
Assign your own CollisionEndCallback if you want a callback when this
shape stops colliding with another
T
.getter/setter pair -
onCollisionStartCallback
↔ CollisionCallback<
T> ? -
Assign your own CollisionCallback if you want a callback when this
shape starts to collide with another
T
.getter/setter pair - runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
collidingWith(
T other) → bool -
Whether the object is colliding with
other
or not. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onCollision(
Set< Vector2> intersectionPoints, T other) → void -
onCollision is called in every tick when this object is colliding with
other
. -
onCollisionEnd(
T other) → void -
onCollisionEnd is called once when this object has stopped colliding
with
other
. -
onCollisionStart(
Set< Vector2> intersectionPoints, T other) → void -
onCollisionStart is called in the first tick when this object starts
colliding with
other
. -
onComponentTypeCheck(
PositionComponent other) → bool - Works only for the QuadTree collision detection. If you need to prevent collision of items of different types - reimplement onComponentTypeCheck. The result of calculation is cached so you should not check any dynamical parameters here, the function intended to be used as pure type checker. Call super.onComponentTypeCheck to get the parent's result of the type check if needed. In other causes this call is redundant in game code.
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited