flame_oxygen library
Classes
- Anchor
- Represents a relative position inside some 2D object with a rectangular size or bounding box.
- AnchorComponent
- AngleComponent
- BaseSystem
- System that provides base rendering for default components.
- BatchItem
- A single item in a SpriteBatch.
-
Component<
T> - A Component is a way to store data for an Entity.
- ComponentManager
- Manages all the components in a World.
-
ComponentPool<
T extends Component> - An ObjectPool for a type of Component.
- Entity
- An Entity is a simple "container" for components.
- EntityManager
- Manages all the entities in a World.
- EntityPool
- ObjectPool for entities.
-
Filter<
T extends Component> - A filter allows a Query to be able to filter down entities.
- FlameWorld
- FlipComponent
- FlipInit
-
Has<
T extends Component> -
HasNot<
T extends Component> -
ObjectPool<
T extends PoolObject< V> , V> - OxygenGame
-
This is an Oxygen based implementation of
Game
. - Particle
- Base class implementing common behavior for all the particles.
- ParticleComponent
- ParticleSystem
- Allows Particles from Flame to be rendered.
-
PoolObject<
T> - PositionComponent
- Query
- A Query is a way to retrieve entities by matching their components against the Query filters.
- QueryManager
- Manages all the queries to ensure we don't duplicate lists.
- SizeComponent
- Sprite
- A Sprite is a region of an Image that can be rendered in the Canvas.
- SpriteAnimation
- Represents a sprite animation, that is, a list of sprites that change with time.
- SpriteAnimationData
- SpriteAnimationFrame
- Represents a single sprite animation frame.
- SpriteAnimationFrameData
- SpriteAnimationTicker
- A helper class to make the spriteAnimation tick.
- SpriteBatch
- The SpriteBatch API allows for rendering multiple items at once.
- SpriteComponent
- SpriteInit
- SpriteSheet
- Utility class to help extract animations and sprites from a sprite sheet image.
- System
- Systems contain the logic for components.
- SystemManager
- Manages all registered systems.
- TextComponent
- TextInit
-
ValueComponent<
T> - With the ValueComponent you can easily define single value components.
- World
Mixins
-
GameRef<
T extends OxygenGame> - RenderSystem
- Allow a System to be part of the render loop from Flame.
- UpdateSystem
- Allow a System to be part of the update loop from Flame.
Extensions
- FlameSystemManager on SystemManager
- Extension class for adding Flame specific system filters.
- SpriteBatchExtension on Game
Typedefs
-
ComponentBuilder<
T> = T Function()