FlamePluginComponent class Null safety

Inheritance
Mixed in types

Constructors

FlamePluginComponent()

Properties

children ComponentSet
late, final, inherited
debugColor Color
The color that the debug output should be rendered with.
read / write, inherited
debugCoordinatesPrecision int?
How many decimal digits to print when displaying coordinates in the debug mode. Setting this to null will suppress all coordinates from the output.
read-only, inherited
debugMode bool
Returns whether this Component is in debug mode or not. When a child is added to the Component it gets the same debugMode as its parent has when it is prepared. [...]
read / write, inherited
debugPaint Paint
The debugColor represented as a Paint object.
read-only, inherited
debugTextPaint TextPaint
Returns a TextPaint object with the debugColor set as color for the text.
read-only, inherited
hashCode int
The hash code for this object. [...]
read-only, inherited
isHud bool
Whether this component is a HUD (Heads-up display) object or not. [...]
read / write, inherited
isLoaded bool
Whether this component is done loading through onLoad.
read / write, inherited
isMounted bool
Whether this component is currently added to a component tree.
read / write, inherited
isPrepared bool
Whether this component has been prepared and is ready to be added to the game loop.
read / write, inherited
nextParent Component?
If the component should be added to another parent once it has been removed from its current parent.
read / write, inherited
onLoadCache Future<void>?
Since onLoad only should run once throughout a the lifetime of the implementing class, it is cached so that it can be reused when the parent component/game/widget changes.
@internal, read / write, inherited
parameters Parameters
read-only, inherited
parent Component?
Get the current parent of the component, if there is one, otherwise null.
read-only, inherited
priority int
Render priority of this component. This allows you to control the order in which your components are rendered. [...]
read-only, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
scene Scene
write-only
shouldRemove bool
Whether this component should be removed or not. [...]
read / write, inherited
systems SystemRegistry
read-only, inherited

Methods

add(Component component) Future<void>
Prepares and registers a component to be added on the next game tick [...]
inherited
addAll(List<Component> components) Future<void>
Adds multiple children. [...]
inherited
changeParent(Component component) → void
Changes the current parent for another parent and prepares the tree under the new root.
inherited
changePriorityWithoutResorting(int priority) → void
Usually this is not something that the user would want to call since the component list isn't re-ordered when it is called. See FlameGame.changePriority instead.
inherited
contains(Component c) bool
Whether the children list contains the given component. [...]
inherited
containsPoint(Vector2 point) bool
Called to check whether the point is to be counted as within the component It needs to be overridden to have any effect, like it is in PositionComponent.
inherited
createComponentSet() ComponentSet
This method sets up the OrderedSet instance used by this component to handle its children, This is set up before any lifecycle methods happen. [...]
inherited
eventPosition(PositionInfo info) Vector2
@protected, inherited
findParent<T extends Component>() → T?
Finds the closest parent further up the hierarchy that satisfies type=T, or null if none is found.
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
inherited
onGameResize(Vector2 gameSize) → void
It receives the new game size. Executed right after the component is attached to a game and right before onLoad is called.
@mustCallSuper, inherited
onLoad() Future<void>?
Whenever onLoad returns something, the parent will wait for the Future to be resolved before adding it. If null is returned, the class is added right away. [...]
override
onMount() → void
Called after the component has successfully run onLoad and before the component is added to its new parent. [...]
inherited
onRemove() → void
Called right before the component is removed from the game.
@mustCallSuper, inherited
onResize(Vector2 canvasSize) → void
postRender(Canvas canvas) → void
A render cycle callback that runs after the component has been rendered, but before any children has been rendered.
inherited
prepare(Component parent) → void
Prepares the Component to be added to a parent, and if there is an ancestor that is a FlameGame that game will do necessary preparations for this component. If there are no parents that are a Game false will be returned and this will run again once an ancestor or the component itself is added to a Game.
@mustCallSuper, inherited
preRender(Canvas canvas) → void
A render cycle callback that runs before the component and its children has been rendered.
@protected, inherited
propagateToChildren<T extends Component>(bool handler(T)) bool
This method first calls the passed handler on the leaves in the tree, the children without any children of their own. Then it continues through all other children. The propagation continues until the handler returns false, which means "do not continue", or when the handler has been called with all children. [...]
inherited
reAddChildren() Future<void>
The children are added again to the component set so that prepare, onLoad and onMount runs again. Used when a parent is changed further up the tree.
inherited
remove(Component c) → void
Removes a component from the component tree, calling onRemove for it and its children.
inherited
removeAll(Iterable<Component> cs) → void
Removes all the children in the list and calls onRemove for all of them and their children.
inherited
removeFromParent() → void
Remove the component from its parent in the next tick.
inherited
render(Canvas canvas) → void
override
renderDebugMode(Canvas canvas) → void
inherited
renderTree(Canvas canvas) → void
@mustCallSuper, inherited
reorderChildren() → void
Call this if any of this component's children priorities have changed at runtime. [...]
inherited
toString() String
A string representation of this object. [...]
inherited
update(double dt) → 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

Static Properties

registry PluginSystemRegistry
final