flame_behaviors library

Flame Behaviors applies separation of concerns to game logic in the form of Entities and Behaviors, built by Very Good Ventures.

Classes

Behavior<Parent extends EntityMixin>
A behavior is a component that defines how an entity behaves. It can be attached to an Entity and handle a specific behavior for that entity.
CollisionBehavior<Collider extends Component, Parent extends EntityMixin>
This behavior is used for collision between entities. The PropagatingCollisionBehavior propagates the collision to this behavior if the entity that is colliding with the Parent is an instance of Collider.
DragEndInfo
DraggableBehavior<Parent extends EntityMixin>
A behavior that makes an Entity draggable.
DragStartInfo
DragUpdateInfo
Entity
The entity is the building block of a game. It represents a game object that can hold multiple Behaviors, which in turn define how the entity behaves.
HoverableBehavior<Parent extends EntityMixin>
A behavior that makes an Entity hoverable.
PointerHoverInfo
PositionedEntity
{@macro entity}
PropagatingCollisionBehavior<Parent extends EntityMixin>
This behavior is used to handle collisions between entities and propagates the collision through to any CollisionBehaviors that are attached to the entity.
TapDownInfo
TappableBehavior<Parent extends EntityMixin>
A behavior that makes an Entity tappable.
TapUpInfo

Mixins

EntityMixin
A mixin that adds behavioral functionality to any kind of Component.