ParticleComponent class
Base container for Particle
instances to be attach
to a Component tree. Could be added either to FlameGame
or an implementation of Component.
Proxies Component lifecycle hooks to nested Particle
.
Constructors
- ParticleComponent(Particle particle)
Properties
- 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
- 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
- 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
- parent → Component?
-
Get the current parent of the component, if there is one, otherwise null.
no setterinherited
- particle ↔ Particle
-
getter/setter pair
- priority → int
-
Render priority of this component. This allows you to control the order in
which your components are rendered.
no setterinherited
- progress → double
-
Returns progress of the child
Particle
.no setter - runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- shouldRemove ↔ bool
-
This ParticleComponent will be removed by the FlameGame.
getter/setter pairinherited-setteroverride-getter
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
-
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 point) → bool -
Called to check whether the point is to be counted as within the component
It needs to be overridden to have any effect, like it is in
PositionComponent.
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 -
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
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
onGameResize(
Vector2 gameSize) → void -
It receives the new game size.
Executed right after the component is attached to a game and right before
onLoad is called.
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
-
onRemove(
) → void -
Called right before the component is removed from the game.
inherited
-
prepare(
Component parent) → void -
Prepares the Component to be added to a
parent
, and if there is an ancestor that is aFlameGame
that game will do necessary preparations for this component. If there are no parents that are aGame
false will be returned and this will run again once an ancestor or the component itself is added to aGame
.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 -
Passes rendering chain down to the inset
Particle
within this Component.override -
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
-
toString(
) → String -
A string representation of this object.
inherited
-
update(
double dt) → void -
Passes update chain to child
Particle
.override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited