flame_oxygen library Null safety

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
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
Extension class for adding Flame specific system filters.
SpriteBatchExtension

Typedefs

ComponentBuilder<T> = T Function()
OnCompleteSpriteAnimation = void Function()