HasHoverables mixin

Properties

assets → AssetsCache
finalinherited
buildContext BuildContext?
Currently attached build context. Can be null if not attached.
no setterinherited
camera → Camera
The camera translates the coordinate space after the viewport is applied.
no setterinherited
canvasSize Vector2
This is the original Flutter widget size, without any transformation.
no setterinherited
children ComponentSet
latefinalinherited
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.
no setterinherited
debugMode bool
Returns whether this Component is in debug mode or not. When a child is added to the Component it gets the same debugMode as its parent has when it is prepared.
getter/setter pairinherited
debugPaint Paint
The debugColor represented as a Paint object.
no setterinherited
debugTextPaint TextPaint
Returns a TextPaint object with the debugColor set as color for the text.
no setterinherited
hashCode int
The hash code for this object.
no setterinherited
hasLayout bool
Indicates if this game instance is connected to a GameWidget that is live in the flutter widget tree. Once this is true, the game is ready to have its size used or in the case of a FlameGame, to receive components.
no setterinherited
images → Images
finalinherited
isAttached bool
Whether the game widget was attached to the Flutter tree.
no setterinherited
isHud bool
Whether this component is a HUD (Heads-up display) object or not.
getter/setter pairinherited
isLoaded bool
Whether this component is done loading through onLoad.
getter/setter pairinherited
isMounted bool
Whether this component is currently added to a component tree.
getter/setter pairinherited
isPrepared bool
Whether this component has been prepared and is ready to be added to the game loop.
getter/setter pairinherited
mouseCursor ValueNotifier<MouseCursor?>
Used to change the mouse cursor of the GameWidget running this game. Setting the value to null will make the GameWidget defer the choice of the cursor to the closest region available on the tree.
finalinherited
nextParent Component?
If the component should be added to another parent once it has been removed from its current parent.
getter/setter pairinherited
onLoadCache Future<void>?
Since onLoad only should run once throughout a the lifetime of the implementing class, it is cached so that it can be reused when the parent component/game/widget changes.
getter/setter pairinherited
overlays → ActiveOverlaysNotifier
A property that stores an ActiveOverlaysNotifier
finalinherited
parent Component?
Get the current parent of the component, if there is one, otherwise null.
no setterinherited
paused bool
Returns is the engine if currently paused or running
getter/setter pairinherited
pauseEngineFn VoidCallback?
getter/setter pairinherited
priority int
Render priority of this component. This allows you to control the order in which your components are rendered.
no setterinherited
projector ↔ Projector
This is the projector used by non-isHUD components. This can be overriden on your Game implementation.
getter/setter pairinherited
resumeEngineFn VoidCallback?
getter/setter pairinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
shouldRemove bool
Whether this component should be removed or not.
getter/setter pairinherited
size Vector2
This is overwritten to consider the viewport transformation.
no setterinherited
viewportProjector ↔ Projector
This is the projector used by isHUD components. This can be overriden on your Game implementation.
getter/setter pairinherited

Methods

add(Component component) Future<void>
Prepares and registers a component to be added on the next game tick
inherited
addAll(Iterable<Component> components) Future<void>
Adds multiple children.
inherited
ancestors() List<Component>
A list containing the current parent and its parent, and so on, until it reaches a component without a parent.
inherited
assertHasLayout() → void
inherited
attach(PipelineOwner owner, GameRenderBox gameRenderBox) → void
Marks game as attached to any Flutter widget tree.
inherited
backgroundColor() Color
Returns the game background color. By default it will return a black color. It cannot be changed at runtime, because the game widget does not get rebuild when this value changes.
inherited
changeParent(Component component) → void
Changes the current parent for another parent and prepares the tree under the new root.
inherited
changePriorityWithoutResorting(int priority) → void
Usually this is not something that the user would want to call since the component list isn't re-ordered when it is called. See FlameGame.changePriority instead.
inherited
contains(Component c) bool
Whether the children list contains the given component.
inherited
containsPoint(Vector2 p) bool
Whether a point is within the boundaries of the visible part of the game.
inherited
convertGlobalToLocalCoordinate(Vector2 point) Vector2
Converts a global coordinate (i.e. w.r.t. the app itself) to a local coordinate (i.e. w.r.t. he game widget). If the widget occupies the whole app ("full screen" games), or is not attached to Flutter, this operation is the identity.
inherited
convertLocalToGlobalCoordinate(Vector2 point) Vector2
Converts a local coordinate (i.e. w.r.t. the game widget) to a global coordinate (i.e. w.r.t. the app itself). If the widget occupies the whole app ("full screen" games), or is not attached to Flutter, this operation is the identity.
inherited
createComponentSet() ComponentSet
This method sets up the OrderedSet instance used by this component to handle its children, This is set up before any lifecycle methods happen.
inherited
currentTime() double
Returns the current time in seconds with microseconds precision.
inherited
detach() → void
Marks game as no longer attached to any Flutter widget tree.
inherited
eventPosition(PositionInfo info) Vector2
inherited
findParent<T extends Component>() → T?
Finds the closest parent further up the hierarchy that satisfies type=T, or null if none is found.
inherited
lifecycleStateChange(AppLifecycleState state) → void
This is the lifecycle state change hook; every time the game is resumed, paused or suspended, this is called.
inherited
loadSprite(String path, {Vector2? srcSize, Vector2? srcPosition}) Future<Sprite>
Utility method to load and cache the image for a sprite based on its options.
inherited
loadSpriteAnimation(String path, SpriteAnimationData data) Future<SpriteAnimation>
Utility method to load and cache the image for a sprite animation based on its options.
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onAttach() → void
Called when the game has been attached. This can be overriden to add logic that requires the game to already be attached to the widget tree.
inherited
onDetach() → void
Called after the game has left the widget tree. This can be overriden to add logic that requires the game not be on the flutter widget tree anymore.
inherited
onGameResize(Vector2 canvasSize) → void
This passes the new size along to every component in the tree via their Component.onGameResize method, enabling each one to make their decision of how to handle the resize event.
inherited
onLoad() Future<void>?
Whenever onLoad returns something, the parent will wait for the Future to be resolved before adding it. If null is returned, the class is added right away.
inherited
onMount() → void
Called after the component has successfully run onLoad and before the component is added to its new parent.
inherited
onMouseMove(PointerHoverInfo info) → void
onRemove() → void
Called right before the component is removed from the game.
inherited
onTimingsCallback(List<FrameTiming> timings) → void
Use for calculating the FPS.
inherited
pauseEngine() → void
Pauses the engine game loop execution.
inherited
prepare(Component parent) → void
Prepares the Component to be added to a parent, and if there is an ancestor that is a FlameGame that game will do necessary preparations for this component. If there are no parents that are a Game false will be returned and this will run again once an ancestor or the component itself is added to a Game.
inherited
prepareComponent(Component c) → void
This method is called for every component before it is added to the component tree. It does preparation on a component before any update or render method is called on it.
inherited
propagateToChildren<T extends Component>(bool handler(T)) 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
reAddChildren() Future<void>
The children are added again to the component set so that prepare, onLoad and onMount runs again. Used when a parent is changed further up the tree.
inherited
remove(Component c) → void
Removes a component from the component tree, calling onRemove for it and its children.
inherited
removeAll(Iterable<Component> cs) → void
Removes all the children in the list and calls onRemove for all of them and their children.
inherited
removeFromParent() → void
Remove the component from its parent in the next tick.
inherited
render(Canvas canvas) → void
This implementation of render renders each component, making sure the canvas is reset for each one.
inherited
renderDebugMode(Canvas canvas) → void
inherited
renderTree(Canvas canvas) → void
inherited
reorderChildren() → void
Call this if any of this component's children priorities have changed at runtime.
inherited
resumeEngine() → void
Resumes the engine game loop execution.
inherited
toString() String
A string representation of this object.
inherited
update(double dt) → void
This updates every component in the tree.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited