flame_spatial_grid
library
Classes
-
AnimationGlobal
-
-
BoundingHitbox
-
A special hitbox type which saves additional information:
-
Cell
-
Cell is the rect (quad) of game space, connected with it's neighbors at
left, right, top and bottom.
This class stores cell information and automates new cells creation,makes
easier querying cell's components for collision detection system.
-
CellLayer
-
-
CellStaticAnimationLayer
-
-
CellStaticLayer
-
-
CellTrailLayer
-
-
DummyHitbox
-
-
FadeOutConfig
-
-
GroupHitbox
-
-
LayerCacheKey
-
-
LayerInfo
-
-
LayersManager
-
The class provides easy-to-use API layer to access game layer's
Every layer is added into layersRootComponent to optimize priority
recalculation.
-
LayersRootComponent
-
-
LoadingProgressManager<M>
-
-
LoadingProgressMessage<M>
-
-
SpatialGrid
-
Main class, responsible for grid creation, searching grid's cells, changing
parameters of grid system, ensures that grid is consistent without holes.
-
SpatialGridBroadphase
-
Performs Quad Tree broadphase check.
-
SpatialGridCameraWrapper
-
Camera wrapper allows to attach
CameraComponent
as a "trackedComponent"
in HasSpatialGridFramework game. Every movement of the camera will be
handled by spatial grid af if it would be simple PositionComponent
.
-
SpatialGridCollisionDetection
-
-
SpatialGridDebugComponent
-
-
SpriteAnimationGlobalComponent
-
-
SpriteAnimationTickerGlobal
-
-
TickersManager
-
-
TileBuilderContext<T>
-
This class represents the tile's data and the cell's context in which this
tile was built
absolutePosition and size represents tile's global position on the game
field and it's dimensions.
If this context contains information about tiled object, tiledObject will
be not null.
If the context contains information about tile, the tileDataProvider
will be not null.
Use these properties to build custom components for map's tiles or objects.
-
TileBuilderContextProvider<T, C>
-
-
TileCache
-
This class is a storage of tile's data from tileset.
Use TiledMapLoader.getPreloadedTileData to get instance of this class.
Also read about TiledMapLoader.preloadTileSets
-
TileComponent
-
-
TileDataProvider
-
Proxy class, simplifies access to tile's individual data
-
TiledMapLoader<T extends HasSpatialGridFramework<World>, C>
-
This is base class for describing a Tiled map. You going to create
new class for every map type (map file) you will use in your game.
Each class describes map's fileName, it's destTileSize, it's
initialPosition and various build functions to convert each tile into
corresponding game component.
-
TilesetManager
-
-
WorldData
-
-
WorldLoader
-
-
WorldMapData
-
Typedefs
-
BoundingHitboxFactory
= BoundingHitbox Function()
-
-
CellBuilderFunction
= Future<void> Function(Cell cell, Component rootComponent, Iterable<Rect> rectsOfMap)
-
Function type, responsible for cell build: filling new cell by components
and adding them into
rootComponent
-
ComponentExternalTypeCheck
= bool Function(PositionComponent first, PositionComponent second)
-
-
CustomLayerBuilder
= CellLayer Function(PositionComponent component, Cell cell, String layerName, LayerComponentsStorageMode componentsStorageMode)
-
-
ExternalMinDistanceCheckSpatialGrid
= bool Function(ShapeHitbox activeItem, ShapeHitbox potential)
-
-
InitialPositionChecker
= Vector2? Function(ObjectGroup layer, TiledObject object, Vector2 mapOffset, String? worldName)
-
-
LayerBuilderFunction<T>
= Future<bool> Function(LayerInfo layerInfo, TileBuilderContext<T> context)
-
-
MapLoaderFactory
= TiledMapLoader<HasSpatialGridFramework<World>, dynamic> Function()
-
-
PureTypeCheck
= bool Function(Type activeItemType, Type potentialItemType)
-
-
TileBuilderFunction<T>
= Future<void> Function(TileBuilderContext<T> context)
-