GameComponentExtensions extension

on

Methods

getComponentDirectionFromMe(GameComponent? comp) Direction
seeComponent(GameComponent component, {required dynamic observed(GameComponent), VoidCallback? notObserved, double radiusVision = 32}) → void
This method we notify when detect the component when enter in radiusVision configuration Method that bo used in update method.
seeComponentType<T extends GameComponent>({required dynamic observed(List<T>), VoidCallback? notObserved, double radiusVision = 32}) → void
This method we notify when detect components by type when enter in radiusVision configuration Method that bo used in update method.
showDamage(double damage, {TextStyle? config, double initVelocityTop = -5, double gravity = 0.5, double maxDownSize = 20, DirectionTextDamage direction = DirectionTextDamage.RANDOM, bool onlyUp = false}) → void
Add in the game a text with animation representing damage received
simpleAttackMeleeByAngle({required Future<SpriteAnimation> animationTop, required double damage, required double radAngleDirection, dynamic id, required double height, required double width, bool withPush = true}) → void
Execute simple attack melee using animation
simpleAttackMeleeByDirection({Future<SpriteAnimation>? animationRight, Future<SpriteAnimation>? animationDown, Future<SpriteAnimation>? animationLeft, Future<SpriteAnimation>? animationUp, dynamic id, required double damage, required Direction direction, required double height, required double width, bool withPush = true, double? sizePush}) → void
Execute simple attack melee using animation
simpleAttackRangeByAngle({required Future<SpriteAnimation> animationUp, required double width, required double height, required double radAngleDirection, Future<SpriteAnimation>? animationDestroy, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, VoidCallback? onDestroy, CollisionConfig? collision, LightingConfig? lightingConfig}) → void
Execute the ranged attack using a component with animation
simpleAttackRangeByDirection({required Future<SpriteAnimation> animationRight, required Future<SpriteAnimation> animationLeft, required Future<SpriteAnimation> animationUp, required Future<SpriteAnimation> animationDown, required double width, required double height, required Direction direction, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, bool enableDiagonal = true, VoidCallback? destroy, CollisionConfig? collision, LightingConfig? lightingConfig, Future<SpriteAnimation>? animationDestroy}) → void
Execute the ranged attack using a component with animation