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()