SpawnComponent class
The SpawnComponent is a non-visual component which can spawn PositionComponents randomly within a set area. If area is not set it will use the size of the nearest ancestor that provides a size. period will set the static time interval for when it will spawn new components. If you want to use a non static time interval, use the SpawnComponent.periodRange constructor. If you want to set the position of the spawned components yourself inside of the factory, set selfPositioning to true.
Constructors
- SpawnComponent({required PositionComponent factory(int amount), required double period, Shape? area, bool within = true, bool selfPositioning = false, bool autoStart = true, Random? random, ComponentKey? key})
-
The SpawnComponent is a non-visual component which can spawn
PositionComponents randomly within a set area. If area is not set it
will use the size of the nearest ancestor that provides a size.
period
will set the static time interval for when it will spawn new components. If you want to use a non static time interval, use the SpawnComponent.periodRange constructor. If you want to set the position of the spawned components yourself inside of the factory, set selfPositioning to true. - SpawnComponent.periodRange({required PositionComponent factory(int amount), required double minPeriod, required double maxPeriod, Shape? area, bool within = true, bool selfPositioning = false, bool autoStart = true, Random? random, ComponentKey? key})
-
Use this constructor if you want your components to spawn within an
interval time range.
minPeriod
will be the minimum amount of time before the next component spawns andmaxPeriod
will be the maximum amount of time before it spawns.
Properties
- amount ↔ int
-
The amount of spawned components.
getter/setter pair
- area ↔ Shape?
-
The area where the components should be spawned.
getter/setter pair
- autoStart → bool
-
Whether the timer automatically starts or not.
final
- 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
- factory ↔ PositionComponent Function(int amount)
-
The function used to create new components to spawn.
getter/setter pair
- hasChildren → bool
-
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- hasRandomPeriod → bool
-
Whether it is spawning components within a random time frame or at a
static rate.
no setter
- 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
- maxPeriod ↔ double?
-
The maximum amount of time that has to pass until the next component is
spawned.
getter/setter pair
- minPeriod ↔ double?
-
The minimum amount of time that has to pass until the next component is
spawned.
getter/setter pair
-
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
- period ↔ double
-
The time between each component is spawned.
getter/setter pair
- 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
- selfPositioning ↔ bool
-
Whether the spawned components positions shouldn't be given a position,
so that they can continue to have the position that they had after they
came out of the factory.
getter/setter pair
- timer ↔ Timer
-
The timer that is used to control when components are spawned.
latefinal
- within ↔ bool
-
Whether the random point should be within the area or along its edges.
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
-
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.
inherited
-
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 -
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 -
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.
override
-
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 -
inherited
-
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
-
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