BodyComponent<T extends Forge2DGame<Forge2DWorld>> class

Since a pure BodyComponent doesn't have anything drawn on top of it, it is a good idea to turn on debugMode for it so that the bodies can be seen

You can use the optional bodyDef and fixtureDefs arguments to create the BodyComponent's body without having to create the definitions within the component.

Constructors

BodyComponent({Paint? paint, Iterable<Component>? children, int? priority, bool renderBody = true, BodyDef? bodyDef, List<FixtureDef>? fixtureDefs, ComponentKey? key})

Properties

angle double
no setter
body Body
getter/setter pair
bodyDef BodyDef?
The default implementation of createBody will use this value to create the Body, if it is provided.
getter/setter pair
camera → CameraComponent
no setter
center Vector2
no setter
children → ComponentSet
The children components of this component.
no setterinherited
debugColor Color
The color that the debug output should be rendered with.
getter/setter pairinherited
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.
getter/setter pairinherited
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.
getter/setter pairinherited
debugPaint Paint
The debugColor represented as a Paint object.
no setterinherited
debugTextPaint → TextPaint
Returns a TextPaint object with the debugColor set as color for the text.
no setterinherited
fixtureDefs List<FixtureDef>?
The default implementation of createBody will add these fixtures to the Body that it creates from bodyDef.
getter/setter pair
game ↔ T
Reference to the top-level Game instance that owns this component.
getter/setter pairinherited
hasChildren bool
no setterinherited
hashCode int
The hash code for this object.
no setterinherited
hasPaintLayers bool
Whether there are any paint layers defined for the component.
no setterinherited
isLoaded bool
Whether this component has completed its onLoad step.
no setterinherited
isLoading bool
Whether the component is currently executing its onLoad step.
no setterinherited
isMounted bool
Whether this component is currently added to a component tree.
no setterinherited
isMounting bool
no setterinherited
isRemoved bool
Whether the component has been removed. Originally this flag is false, but it becomes true after the component was mounted and then removed from its parent. The flag becomes false again when the component is mounted to a new parent.
no setterinherited
isRemoving bool
Whether the component is scheduled to be removed.
no setterinherited
key → ComponentKey?
A key that can be used to identify this component in the tree.
finalinherited
loaded Future<void>
A future that completes when this component finishes loading.
no setterinherited
mounted Future<void>
A future that will complete once the component is mounted on its parent.
no setterinherited
opacity double
getter/setter pairinherited
paint Paint
getter/setter pairinherited
paintLayers List<Paint>
List of paints to use (in order) during render.
getter/setter pairinherited
paintLayersInternal List<Paint>?
getter/setter pairinherited
parent ↔ Component?
Who owns this component in the component tree.
getter/setter pairinherited
position Vector2
no setter
priority int
Render priority of this component. This allows you to control the order in which your components are rendered.
getter/setter pairinherited
removed Future<void>
A future that completes when this component is removed from its parent.
no setterinherited
renderBody bool
Specifies if the body's fixtures should be rendered.
getter/setter pair
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
world Forge2DWorld
no setter

Methods

add(Component component) FutureOr<void>
Schedules component to be added as a child to this component.
inherited
addAll(Iterable<Component> components) Future<void>
A convenience method to add multiple children at once.
inherited
addToParent(Component parent) FutureOr<void>
Adds this component as a child of parent (see add for details).
inherited
ancestors({bool includeSelf = false}) Iterable<Component>
An iterator producing this component's parent, then its parent's parent, then the great-grand-parent, and so on, until it reaches a component without a parent.
inherited
componentsAtLocation<T>(T locationContext, List<T>? nestedContexts, T? transformContext(CoordinateTransform, T), bool checkContains(Component, T)) Iterable<Component>
This is a generic implementation of componentsAtPoint; refer to those docs for context.
inherited
componentsAtPoint(Vector2 point, [List<Vector2>? nestedPoints]) Iterable<Component>
An iterable of descendant components intersecting the given point. The point is in the local coordinate space.
inherited
contains(Component c) bool
Whether the children list contains the given component.
inherited
containsLocalPoint(Vector2 point) bool
Checks whether the point is within this component's bounds.
containsPoint(Vector2 point) bool
Same as containsLocalPoint, but for a "global" point.
createBody() Body
You should create the Forge2D Body in this method when you extend the BodyComponent.
createComponentSet() → ComponentSet
This method creates the children container for the current component. Override this method if you need to have a custom ComponentSet within a particular class.
inherited
deletePaint(Object paintId) → void
Removes a paint from the collection.
inherited
descendants({bool includeSelf = false, bool reversed = false}) Iterable<Component>
Recursively enumerates all nested children.
inherited
findGame() → FlameGame<World>?
Fetches the nearest FlameGame ancestor to the component.
inherited
findParent<T extends Component>({bool includeSelf = false}) → T?
Returns the closest parent further up the hierarchy that satisfies type=T, or null if no such parent can be found.
inherited
findRootGame() → FlameGame<World>?
Fetches the root FlameGame ancestor to the component.
inherited
firstChild<T extends Component>() → T?
Returns the first child that matches the given type T, or null if there are no such children.
inherited
getAlpha({Object? paintId}) int
Returns the current opacity.
inherited
getOpacity({Object? paintId}) double
Returns the current opacity.
inherited
getPaint([Object? paintId]) Paint
Gets a paint from the collection.
inherited
handleLifecycleEventAdd(Component parent) → LifecycleEventStatus
inherited
handleLifecycleEventMove(Component newParent) → LifecycleEventStatus
inherited
handleLifecycleEventRemove(Component parent) → LifecycleEventStatus
inherited
handleResize(Vector2 size) → void
inherited
lastChild<T extends Component>() → T?
Returns the last child that matches the given type T, or null if there are no such children.
inherited
localToParent(Vector2 point) Vector2
makeOpaque({Object? paintId}) → void
Manipulate the paint to make it fully opaque.
inherited
makeTransparent({Object? paintId}) → void
Manipulate the paint to make it fully transparent.
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onChildrenChanged(Component child, ChildrenChangeType type) → void
This method will be invoked from lifecycle if child has been added to or removed from its parent children list.
inherited
onGameResize(Vector2 size) → void
Called whenever the size of the top-level Canvas changes.
inherited
onLoad() Future<void>
Late initialization method for Component.
onMount() → void
Called when the component is added to its parent.
inherited
onParentResize(Vector2 maxSize) → void
Called whenever the parent of this component changes size; and also once before onMount.
inherited
onRemove() → void
Called right before the component is removed from the game.
opacityProviderOf(Object paintId) → OpacityProvider
Creates an OpacityProvider for given paintId and can be used as target for OpacityEffect.
inherited
opacityProviderOfList({List<Object?>? paintIds, bool includeLayers = true}) → OpacityProvider
Creates an OpacityProvider for given list of paintIds and can be used as target for OpacityEffect.
inherited
parentToLocal(Vector2 point) Vector2
propagateToChildren<T extends Component>(bool handler(T), {bool includeSelf = false}) 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
remove(Component component) → void
Removes a component from the component tree.
inherited
removeAll(Iterable<Component> components) → 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
removeWhere(bool test(Component component)) → void
Removes all the children for which the test function returns true.
inherited
render(Canvas canvas) → void
renderChain(Canvas canvas, List<Offset> points) → void
renderCircle(Canvas canvas, Offset center, double radius) → void
renderDebugMode(Canvas canvas) → void
renderEdge(Canvas canvas, Offset p1, Offset p2) → void
renderFixture(Canvas canvas, Fixture fixture) → void
Renders a Fixture in a Canvas.
renderPolygon(Canvas canvas, List<Offset> points) → void
renderTree(Canvas canvas) → void
setAlpha(int alpha, {Object? paintId}) → void
Changes the opacity of the paint.
inherited
setColor(Color color, {Object? paintId}) → void
Shortcut for changing the color of the paint.
inherited
setLoaded() → void
Used by the FlameGame to set the loaded state of the component, since the game isn't going through the whole normal component life cycle.
inherited
setMounted() → void
Used by the FlameGame to set the mounted state of the component, since the game isn't going through the whole normal component life cycle.
inherited
setOpacity(double opacity, {Object? paintId}) → void
Changes the opacity of the paint.
inherited
setPaint(Object paintId, Paint paint) → void
Sets a paint on the collection.
inherited
setRemoved() → void
Used by the FlameGame to set the removed state of the component, since the game isn't going through the whole normal component life cycle.
inherited
tint(Color color, {Object? paintId}) → void
Applies a color filter to the paint which will make things rendered with the paint looking like it was tinted with the given color.
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.
inherited
updateTree(double dt) → void
This method traverses the component tree and calls update on all its children according to their priority order, relative to the priority of the direct siblings, not the children or the ancestors.
inherited

Operators

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

Constants

defaultColor → const Color