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 ofCollider
. - 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
Behavior
s, 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
.