ParallaxComponent class

A full parallax, several layers of images drawn out on the screen and each layer moves with different speeds to give an effect of depth.

Inheritance

Constructors

ParallaxComponent(List<ParallaxImage> images, {Offset baseSpeed = Offset.zero, Offset layerDelta = Offset.zero})

Properties

anchor Anchor
read / write, inherited
angle double
read / write, inherited
baseSpeed Offset
read / write
debugColor Color
read-only, inherited
debugMode bool
read / write, inherited
debugTextConfig TextConfig
read-only, inherited
hashCode int
The hash code for this object. [...]
read-only, inherited
height double
read / write, inherited
layerDelta Offset
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
currentOffset() Offset
The base offset of the parallax, can be used in an outer update loop if you want to transition the parallax to a certain position.
destroy() bool
Whether this should be destroyed or not. [...]
inherited
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. [...]
override
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