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
→ ReadOnlyOrderedSet<
Component> -
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
Componentis in debug mode or not. When a child is added to theComponentit gets the samedebugModeas its parent has when it is prepared.getter/setter pairinherited - debugPaint → Paint
-
The
debugColorrepresented as a Paint object.no setterinherited - debugTextPaint → TextPaint
-
Returns a
TextPaintobject with thedebugColorset as color for the text.no setterinherited - hasChildren → bool
-
Whether this component has any children.
Avoids the creation of the children container if not necessary.
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- isLoaded → bool
-
Whether this component has completed its
onLoadstep.no setterinherited - isLoading → bool
-
Whether the component is currently executing its
onLoadstep.no setterinherited - isMounted → bool
-
Whether this component is currently added to a component tree.
no setterinherited
- isRemoved → bool
-
Whether the component has been removed. Originally this flag is
false, but it becomestrueafter the component was mounted and then removed from its parent. The flag becomesfalseagain 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
- renderContext → ComponentRenderContext?
-
Override this method if you want your component to provide a custom
render context to all its children (recursively).
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
add(
Component component) → FutureOr< void> -
Schedules
componentto be added as a child to this component.inherited -
addAll(
Iterable< Component> components) → Future<void> -
A convenience method to
addmultiple children at once.inherited -
addToParent(
Component parent) → FutureOr< void> -
Adds this component as a child of
parent(seeaddfor 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
pointis 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
pointis within this component's bounds.inherited -
containsPoint(
Vector2 point) → bool -
Same as
containsLocalPoint, but for a "global"point.inherited -
createComponentSet(
) → OrderedSet< Component> -
This method creates the children container for the current component.
Override this method if you need to have a custom
OrderedSetwithin 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
FlameGameancestor 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
-
findRenderContext<
T extends ComponentRenderContext> () → T? -
inherited
-
findRootGame(
) → FlameGame< World> ? -
Fetches the root
FlameGameancestor 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 -
isolateCompute(
IsolateCallback< Q, R> callback, Q message, {String? debugLabel}) → Future<R> -
A function that runs the provided
callbackon 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
childhas 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 its parent and also before it changes parents (and is thus temporarily removed from the component tree).
-
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
-
rebalanceChildren(
) → void -
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
onRemovefor 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
testfunction returns true.inherited -
render(
Canvas canvas) → void -
inherited
-
renderDebugMode(
Canvas canvas) → void -
inherited
-
renderTree(
Canvas canvas) → void -
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
updateon all its children according to theirpriorityorder, relative to the priority of the direct siblings, not the children or the ancestors.inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited