HasGameRef<T extends FlameGame> mixin Null safety

Superclass Constraints
Mixin Applications

Properties

gameRef → T
read-only
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.
read / write, inherited
debugColor Color
The color that the debug output should be rendered with.
read / write, inherited
positionType PositionType
What coordinate system this component should respect (i.e. should it observe camera, viewport, or use the raw canvas).
read / write, inherited
isLoading bool
Whether the component is currently executing its onLoad step.
read-only, inherited
isLoaded bool
Whether this component has completed its onLoad step.
read-only, inherited
isMounted bool
Whether this component is currently added to a component tree.
read-only, inherited
isRemoving bool
Whether the component is scheduled to be removed.
read-only, inherited
loaded Future<void>
A future that completes when this component finishes loading.
read-only, inherited
mounted Future<void>
A future that will complete once the component is mounted on its parent.
read-only, inherited
parent Component?
Who owns this component in the component tree.
read / write, inherited
children ComponentSet
The children components of this component.
read-only, inherited
hasChildren bool
read-only, inherited
priority int
Render priority of this component. This allows you to control the order in which your components are rendered.
read / write, inherited
lifecycle → _LifecycleManager
@protected, read-only, inherited
hasPendingLifecycleEvents bool
read-only, inherited
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.
read-only, inherited
debugPaint Paint
The debugColor represented as a Paint object.
read-only, inherited
debugTextPaint TextPaint
Returns a TextPaint object with the debugColor set as color for the text.
read-only, inherited
hashCode int
The hash code for this object.
read-only, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited

Methods

add(Component component) Future<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) Future<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
changeParent(Component newParent) → void
Changes the current parent for another parent and prepares the tree under the new root.
inherited
changePriorityWithoutResorting(int priority) → void
Usually this is not something that the user would want to call since the component list isn't re-ordered when it is called. See FlameGame.changePriority instead.
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
eventPosition(PositionInfo info) Vector2
@protected, inherited
findGame() Game?
inherited
findParent<T extends Component>() → T?
Returns the closest parent further up the hierarchy that satisfies type=T, or null if no such parent can be found.
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
handleResize(Vector2 size) → void
@internal, 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
mockGameRef(T gameRef) → void
Directly assigns (and override if one is already set) a gameRef to the component.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed.
inherited
onGameResize(Vector2 size) → void
Called whenever the size of the top-level Canvas changes.
@mustCallSuper, inherited
onLoad() Future<void>?
Late initialization method for Component.
inherited
onMount() → void
Called when the component is added to its parent.
inherited
onRemove() → void
Called right before the component is removed from the game.
override
processPendingLifecycleEvents() → void
Attempt to resolve any pending lifecycle events on this component.
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
render(Canvas canvas) → void
inherited
renderDebugMode(Canvas canvas) → void
inherited
renderTree(Canvas canvas) → void
inherited
reorderChildren() → void
Call this if any of this component's children priorities have changed at runtime.
inherited
setMounted() → void
@internal, 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