AnimationComponent class

Inheritance

Constructors

AnimationComponent(double width, double height, Animation animation, {bool destroyOnFinish = false})
AnimationComponent.empty()
AnimationComponent.sequenced(double width, double height, String imagePath, int amount, {int amountPerRow, double textureX = 0.0, double textureY = 0.0, double textureWidth, double textureHeight, double stepTime, bool loop = true, bool destroyOnFinish = false})

Properties

anchor Anchor
read / write, inherited
angle double
read / write, inherited
animation Animation
read / write
debugColor Color
read-only, inherited
debugMode bool
read / write, inherited
debugTextConfig TextConfig
read-only, inherited
destroyOnFinish bool
read / write
hashCode int
The hash code for this object. [...]
read-only, inherited
height double
read / write, inherited
overridePaint Paint
read / write
renderFlipX bool
read / write, inherited
renderFlipY bool
read / write, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
width double
read / write, inherited
x double
read / write, inherited
y double
read / write, inherited

Methods

addEffect(PositionComponentEffect effect) → void
inherited
angleBetween(PositionComponent c) double
inherited
clearEffects() → void
inherited
destroy() bool
Whether this should be destroyed or not. [...]
override
distance(PositionComponent c) double
inherited
isHud() bool
Whether this component is HUD object or not. [...]
inherited
loaded() bool
Whether this component has been loaded yet. If not loaded, BaseGame will not try to render it. [...]
override
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
inherited
onDestroy() → void
Called right before the component is destroyed and removed from the game
inherited
onMount() → void
Called when the component has been added and preperad by the game instance. [...]
inherited
prepareCanvas(Canvas canvas) → void
inherited
priority() int
Render priority of this component. This allows you to control the order in which your components are rendered. [...]
inherited
removeEffect(PositionComponentEffect effect) → void
inherited
render(Canvas canvas) → void
Renders this component on the provided Canvas c.
override
renderDebugMode(Canvas canvas) → void
inherited
resize(Size size) → void
This is a hook called by BaseGame to let this component know that the screen (or flame draw area) has been update. [...]
inherited
setByPosition(Position position) → void
inherited
setByRect(Rect rect) → void
inherited
setBySize(Position size) → void
inherited
toPosition() Position
inherited
toRect() Rect
inherited
toSize() Position
inherited
toString() String
A string representation of this object. [...]
inherited
update(double t) → void
This method is called periodically by the game engine to request that your component updates itself. [...]
override

Operators

operator ==(Object other) bool
The equality operator. [...]
inherited