ParticleComponent class

Base container for Particle instances to be attach to a Component tree. Could be added either to BaseGame or ComposedComponent as needed. Proxies Component lifecycle hooks to nested Particle.

Inheritance

Constructors

ParticleComponent({@required Particle particle})

Properties

hashCode int
The hash code for this object. [...]
read-only, inherited
particle Particle
read / write
progress double
Returns progress of the child Particle so could be used by external code for something
read-only
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited

Methods

destroy() bool
This Component will be automatically destroyed as soon as
override
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. [...]
inherited
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
priority() int
Render priority of this component. This allows you to control the order in which your components are rendered. [...]
inherited
render(Canvas canvas) → void
Passes rendering chain down to the inset Particle within this Component.
override
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
toString() String
A string representation of this object. [...]
inherited
update(double dt) → void
Passes update chain to child Particle.
override

Operators

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