FlameTailoredIsolate<Q, R> mixin

Mixin on Component that holds an instance of a long running tailored isolate using the library integral_isolates.

Using the isolate is done by just running isolateCompute function the same way you would run Flutter's compute function or isolateComputeStream if your work returns a Stream.

Keep in mind that every component you create and add with this mixin to the game will create and hold it's own isolate. This makes it easy to accidentally create a lot of isolates if attached to every instance of an NPC for example. What you´probably want to do is to instead create a manager component that does all the calculations and controls the NPCs.

The following is an example of running a world update cycle when enough time has passed.

class MyGame extends FlameGame with FlameTailoredIsolate<Maze, WalkPath> {
  @override
  void update(double dt) {
    if (shouldRecalculate) {
      compute(recalculatePath, worldData).then(updateWorld);
    }
    return super.update(dt);
  }
}

Properties

backpressureStrategy BackpressureStrategy<Q, R>
The backpressureStrategy to use.
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
hasChildren bool
no setterinherited
hashCode int
The hash code for this object.
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
parent ↔ Component?
Who owns this component in the component tree.
getter/setter pairinherited
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
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

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.
inherited
containsPoint(Vector2 point) bool
Same as containsLocalPoint, but for a "global" point.
inherited
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
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
handleLifecycleEventAdd(Component parent) → LifecycleEventStatus
inherited
handleLifecycleEventMove(Component newParent) → LifecycleEventStatus
inherited
handleLifecycleEventRemove(Component parent) → LifecycleEventStatus
inherited
handleResize(Vector2 size) → void
inherited
isolateCompute(IsolateCallback<Q, R> callback, Q message, {String? debugLabel}) Future<R>
A function that runs the provided callback on the long running isolate and (eventually) returns the value returned.
isolateComputeStream(IsolateStream<Q, R> callback, Q message, {String? debugLabel}) Stream<R>
A computation function that returns a Stream of responses from the long lived isolate.
lastChild<T extends Component>() → T?
Returns the last child that matches the given type T, or null if there are no such children.
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() FutureOr<void>
Late initialization method for Component.
inherited
onMount() Future<void>
Called when the component is added to its parent.
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.
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
inherited
renderDebugMode(Canvas canvas) → void
inherited
renderTree(Canvas canvas) → void
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
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
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