mirror of
https://github.com/flame-engine/flame.git
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chore: Fix some spelling mistakes (#2148)
Fix all* typos reported by CSpell, and add some more words into the dictionaries. (Except for two in the flame_isolate/example package).
This commit is contained in:
11
.github/.cspell/flame_dictionary.txt
vendored
11
.github/.cspell/flame_dictionary.txt
vendored
@ -1,14 +1,25 @@
|
||||
Artboard
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||||
Aseprite
|
||||
Audioplayers
|
||||
BGUG
|
||||
Dashbook
|
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Fireslime
|
||||
Kawabunga
|
||||
Kinect
|
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Klingsbo
|
||||
Lukas
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Nakama
|
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Patreon
|
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Skia
|
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Spritecow
|
||||
Tiled
|
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Tiled's
|
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Tilemap
|
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caveace
|
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erayzesen
|
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padracing
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ptero
|
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spydon
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tavian
|
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trex
|
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wolfenrain
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||||
|
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45
.github/.cspell/gamedev_dictionary.txt
vendored
45
.github/.cspell/gamedev_dictionary.txt
vendored
@ -10,12 +10,14 @@ NPC
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NPCs
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RGBA
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RGBO
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SVGs
|
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WASD
|
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WBMP
|
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WebP
|
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abelian
|
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ambiguate
|
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antialiasing
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arial
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autofocus
|
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backpressure
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backtick
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@ -24,29 +26,48 @@ bitfield
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blockquote
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bloodlust
|
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broadphase
|
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cathetus
|
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clusterize
|
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clusterized
|
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collidable
|
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collidables
|
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composability
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conformant
|
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coord
|
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coords
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dartdoc
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dartdocs
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deduplication
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deletable
|
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discoverability
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draggable
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draggables
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drawable
|
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drawables
|
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easings
|
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flippable
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focusable
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fullscreen
|
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gamepad
|
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gamepads
|
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gameplay
|
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gapless
|
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glyph
|
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glyph's
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grayscale
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goldens
|
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hardcoding
|
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highscore
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hitbox
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hitboxes
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hoverable
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hoverables
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ints
|
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jank
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janky
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lerp
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lexer
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lexer's
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microtask
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mixin
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mixins
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@ -54,6 +75,8 @@ monospace
|
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multitap
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mutator
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mutators
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netcode
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numpad
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overmind
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overridable
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pathfinding
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@ -64,6 +87,7 @@ positionable
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postmultiply
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preload
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preorder
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prerender
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prerendered
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pressable
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proxying
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@ -71,33 +95,54 @@ pubdev
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pubspec
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queryable
|
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raycast
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raycasting
|
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raycasts
|
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raytrace
|
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raytraces
|
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raytracing
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rebalance
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rect
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rects
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refactor
|
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refactoring
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refactorings
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reimplement
|
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reimplemented
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renderable
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rescan
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respawn
|
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respawned
|
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rrect
|
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rrects
|
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rsts
|
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scos
|
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serializable
|
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socio
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spritesheet
|
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spritesheets
|
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ssin
|
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strikethrough
|
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stylesheet
|
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subfolder
|
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subfolders
|
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sublist
|
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sublists
|
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tappable
|
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tappables
|
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tileset
|
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tilesets
|
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toolset
|
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tween
|
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tweening
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typedef
|
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typedefs
|
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ui's
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unfollow
|
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unmount
|
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unproject
|
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unscale
|
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viewport
|
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viewport's
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viewports
|
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vsync
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widget's
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10
.github/cspell.json
vendored
10
.github/cspell.json
vendored
@ -3,7 +3,15 @@
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"language": "en",
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"flagWords": [],
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"ignorePaths": ["**/media/**", "**/assets/**", "**/test/**"],
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"ignoreRegExpList": ["@\\w+", "\\$\\w+", "\\{\\w+", "\\`\\w+", "\\:\\w+", "\\/\\w+", "\\#\\w+"],
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"ignoreRegExpList": [
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"@[\\w\\-]+",
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"\\$\\w+",
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"\\{\\w+",
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"\\`\\w+",
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"\\:\\w+",
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"\\/\\w+",
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"\\#[\\w\\-]+"
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],
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"dictionaries": [
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"en_US",
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"softwareTerms",
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@ -160,7 +160,7 @@ Packages with dependency updates only:
|
||||
- **FIX**: SpriteAnimationWidget can now be update animation safely ([#1738](https://github.com/flame-engine/flame/issues/1738)). ([eb070195](https://github.com/flame-engine/flame/commit/eb0701951c165576fac1f540c8860e560a8961e6))
|
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- **FIX**: JoystickComponent drags using the delta Viewport ([#1831](https://github.com/flame-engine/flame/issues/1831)). ([54e40de6](https://github.com/flame-engine/flame/commit/54e40de674f628282ea19af4f5ce2173ee48fd6e))
|
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- **FIX**: Specify size for the SpriteWidget ([#1760](https://github.com/flame-engine/flame/issues/1760)). ([82f75fcb](https://github.com/flame-engine/flame/commit/82f75fcb57c8185a7138ee6ceb9082a418099df8))
|
||||
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: New colors to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: add `children` argument to `SpriteComponent.fromImage` ([#1793](https://github.com/flame-engine/flame/issues/1793)). ([80a63362](https://github.com/flame-engine/flame/commit/80a633622a5784f377ef08515115d66ff200b848))
|
||||
- **FEAT**: Added Decorator class and HasDecorator mixin ([#1781](https://github.com/flame-engine/flame/issues/1781)). ([8d00847c](https://github.com/flame-engine/flame/commit/8d00847cfcecb60a96772ccba1bcf3aec56b78ff))
|
||||
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
|
||||
@ -329,7 +329,7 @@ Packages with other changes:
|
||||
- **FIX**: ButtonComponent behavior when the engine is paused ([#1726](https://github.com/flame-engine/flame/issues/1726)). ([197e63d6](https://github.com/flame-engine/flame/commit/197e63d69e2a4c6779e49b918d05a60447ce9462))
|
||||
- **FIX**: Add missing paint arguments on shapes ([#1727](https://github.com/flame-engine/flame/issues/1727)). ([e59f3428](https://github.com/flame-engine/flame/commit/e59f3428469e4298d812bb665171679df8895daf))
|
||||
- **FIX**: Merge basic and advanced gesture detectors ([#1718](https://github.com/flame-engine/flame/issues/1718)). ([f08f8e12](https://github.com/flame-engine/flame/commit/f08f8e12f5322c7bea1491908f06b350e13c14b7))
|
||||
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: New colors to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
|
||||
- **FEAT**: Drag events that dispatch using componentsAtPoint ([#1715](https://github.com/flame-engine/flame/issues/1715)). ([10669c12](https://github.com/flame-engine/flame/commit/10669c12702a3a82fcf5be9161107dce4349a79f))
|
||||
- **FEAT**: add `HasAncestor` mixin ([#1711](https://github.com/flame-engine/flame/issues/1711)). ([987a44f4](https://github.com/flame-engine/flame/commit/987a44f441429534c743388b44e6d84b28e8f5ca))
|
||||
@ -1280,4 +1280,3 @@ Packages with other changes:
|
||||
#### `flame_tiled` - `v1.2.0`
|
||||
|
||||
- **FEAT**: modifiable Layer and TileData in RenderableTileMap (#1324).
|
||||
|
||||
|
||||
@ -68,7 +68,7 @@ them, and also some recommendations of packages/services that can be used:
|
||||
|
||||
Flame doesn't bundle any network feature, which may be needed to write online multiplayer games.
|
||||
|
||||
If you are building a multipler game, here are some recommendations of packages/services:
|
||||
If you are building a multiplayer game, here are some recommendations of packages/services:
|
||||
|
||||
- [Nakama](https://github.com/Allan-Nava/nakama-flutter): Nakama is an open-source server designed
|
||||
to power modern games and apps.
|
||||
|
||||
@ -197,7 +197,7 @@ const Documentation = {
|
||||
},
|
||||
|
||||
/**
|
||||
* Initialise the domain index toggle buttons
|
||||
* Initialize the domain index toggle buttons
|
||||
*/
|
||||
initDomainIndexTable: () => {
|
||||
const toggler = (el) => {
|
||||
|
||||
@ -59,7 +59,7 @@ rate drop, and the looped audio will have a small gap between iterations.
|
||||
|
||||
You can use [the `Bgm` class](bgm.md) (via `FlameAudio.bgm`) to play looping background music
|
||||
tracks. The `Bgm` class lets Flame automatically manage the pausing and resuming of background music
|
||||
tracks when the game is backgrounded or comes back to the foreground.
|
||||
tracks when the game is sent to background or comes back to the foreground.
|
||||
|
||||
You can use [the `AudioPool` class](audio_pool.md) if you want to fire quick sound effects in a very
|
||||
efficient manner. `AudioPool` will keep a pool of `AudioPlayer`s preloaded with a given sound, and
|
||||
|
||||
@ -147,8 +147,8 @@ Here's what the different options mean:
|
||||
|
||||
## Standardization and Templates
|
||||
|
||||
For every section or package added to the documentation, naming conventions, pathing, and
|
||||
standardized table of contents are important. Every section and package must have a table of
|
||||
For every section or package added to the documentation, naming conventions, directory structure,
|
||||
and standardized table of contents are important. Every section and package must have a table of
|
||||
contents or an entry in the parent markdown file to allow navigation from the left sidebar menu in
|
||||
logical or alphabetical order. Additionally, naming conventions should be followed for organization,
|
||||
such as:
|
||||
|
||||
@ -193,7 +193,7 @@ In some cases you may want to merge multiple images into a single image; this is
|
||||
[Compositing](https://en.wikipedia.org/wiki/Compositing). This can be useful for example when
|
||||
working with the [SpriteBatch](#spritebatch) API to optimize your drawing calls.
|
||||
|
||||
For such usecases Flame comes with the `ImageComposition` class. This allows you to add multiple
|
||||
For such use cases Flame comes with the `ImageComposition` class. This allows you to add multiple
|
||||
images, each at their own position, onto a new image:
|
||||
|
||||
```dart
|
||||
@ -278,7 +278,7 @@ final animation = SpriteAnimation.fromAsepriteData(image, jsonData);
|
||||
```
|
||||
|
||||
**Note:** trimmed sprite sheets are not supported by flame, so if you export your sprite sheet this
|
||||
kway, it will have the trimmed size, not the sprite original size.
|
||||
way, it will have the trimmed size, not the sprite original size.
|
||||
|
||||
Animations, after created, have an update and render method; the latter renders the current frame,
|
||||
and the former ticks the internal clock to update the frames.
|
||||
|
||||
@ -127,7 +127,7 @@ class SimpleUpdateSystem extends System with UpdateSystem {
|
||||
|
||||
### BaseSystem
|
||||
|
||||
The `BaseSystem` is an abstract class whoms logic can be compared to the `PositionComponent`
|
||||
The `BaseSystem` is an abstract class whose logic can be compared to the `PositionComponent`
|
||||
from FCS. The `BaseSystem` automatically filters all entities that have the `PositionComponent`
|
||||
and `SizeComponent` from `flame_oxygen`. On top of that you can add your own filters by defining
|
||||
a getter called `filters`. These filters are then used to filter down the entities you are
|
||||
|
||||
@ -364,9 +364,9 @@ Here we need to have two paint objects, one for the border and one for the suits
|
||||
```
|
||||
|
||||
The suit paint uses `BlendMode.luminosity` in order to convert the regular yellow/blue colors of
|
||||
the suit sprites into greyscale. The "color" of the paint is different depending whether the suit
|
||||
the suit sprites into grayscale. The "color" of the paint is different depending whether the suit
|
||||
is red or black because the original luminosity of those sprites is different. Therefore, I had to
|
||||
pick two different colors in order to make them look the same in greyscale.
|
||||
pick two different colors in order to make them look the same in grayscale.
|
||||
|
||||
|
||||
### Tableau Piles
|
||||
|
||||
|
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.5 KiB |
|
Before Width: | Height: | Size: 4.3 KiB After Width: | Height: | Size: 4.3 KiB |
@ -175,7 +175,7 @@ class PadRacingGame extends Forge2DGame with KeyboardEvents {
|
||||
if (car.lapNotifier.value > numberOfLaps) {
|
||||
isGameOver = true;
|
||||
winner = car;
|
||||
overlays.add('gameover');
|
||||
overlays.add('game_over');
|
||||
lapText.addAll([
|
||||
ScaleEffect.by(
|
||||
Vector2.all(1.5),
|
||||
@ -243,7 +243,7 @@ class PadRacingGame extends Forge2DGame with KeyboardEvents {
|
||||
keyMap.clear();
|
||||
}
|
||||
_timePassed = 0;
|
||||
overlays.remove('gameover');
|
||||
overlays.remove('game_over');
|
||||
openMenu();
|
||||
for (final car in cars) {
|
||||
car.removeFromParent();
|
||||
|
||||
@ -64,7 +64,7 @@ class PadracingWidget extends StatelessWidget {
|
||||
),
|
||||
overlayBuilderMap: {
|
||||
'menu': (_, game) => Menu(game),
|
||||
'gameover': (_, game) => GameOver(game),
|
||||
'game_over': (_, game) => GameOver(game),
|
||||
},
|
||||
initialActiveOverlays: const ['menu'],
|
||||
),
|
||||
|
||||
@ -3,7 +3,7 @@ import 'package:flame/game.dart';
|
||||
|
||||
class AsepriteExample extends FlameGame {
|
||||
static const String description = '''
|
||||
This example shows how to load animations from a asprite json file and a
|
||||
This example shows how to load animations from an Aseprite json file and a
|
||||
sprite sheet. There is no interaction on this example.
|
||||
''';
|
||||
|
||||
|
||||
@ -10,7 +10,7 @@ class RevoluteJointExample extends Forge2DGame with TapDetector {
|
||||
This example showcases a revolute joint, which is the spinning balls in the
|
||||
center.
|
||||
|
||||
If you tap the screen some colourful balls are added and will
|
||||
If you tap the screen some colorful balls are added and will
|
||||
interact with the bodies tied to the revolute joint once they have fallen
|
||||
down the funnel.
|
||||
''';
|
||||
|
||||
@ -23,7 +23,7 @@ components.
|
||||
Some bricks are highlighted when placed on an edge of a quadrant. It is
|
||||
important to understand that handling hitboxes on edges requires more
|
||||
resources.
|
||||
Blue lines visualise the quad tree's quadrant positions.
|
||||
Blue lines visualize the quad tree's quadrant positions.
|
||||
|
||||
Use WASD to move the player and use the mouse scroll to change zoom.
|
||||
Hold direction button and press space to fire a bullet.
|
||||
@ -224,7 +224,7 @@ class Player extends SpriteComponent
|
||||
) {
|
||||
final myCenter =
|
||||
Vector2(position.x + tileSize / 2, position.y + tileSize / 2);
|
||||
if (other is GameCollideable) {
|
||||
if (other is GameCollidable) {
|
||||
final diffX = myCenter.x - other.cachedCenter.x;
|
||||
if (diffX < 0) {
|
||||
canMoveRight = false;
|
||||
@ -301,7 +301,7 @@ class Bullet extends PositionComponent with CollisionCallbacks, HasPaint {
|
||||
//#region Environment
|
||||
|
||||
class Brick extends SpriteComponent
|
||||
with CollisionCallbacks, GameCollideable, UpdateOnce {
|
||||
with CollisionCallbacks, GameCollidable, UpdateOnce {
|
||||
Brick({
|
||||
required super.position,
|
||||
required super.size,
|
||||
@ -323,7 +323,7 @@ class Brick extends SpriteComponent
|
||||
}
|
||||
|
||||
class Water extends SpriteComponent
|
||||
with CollisionCallbacks, GameCollideable, UpdateOnce {
|
||||
with CollisionCallbacks, GameCollidable, UpdateOnce {
|
||||
Water({
|
||||
required super.position,
|
||||
required super.size,
|
||||
@ -335,7 +335,7 @@ class Water extends SpriteComponent
|
||||
}
|
||||
}
|
||||
|
||||
mixin GameCollideable on PositionComponent {
|
||||
mixin GameCollidable on PositionComponent {
|
||||
void initCollision() {
|
||||
add(RectangleHitbox()..collisionType = CollisionType.passive);
|
||||
}
|
||||
|
||||
@ -178,8 +178,8 @@ class ParticlesExample extends FlameGame {
|
||||
);
|
||||
}
|
||||
|
||||
/// Same example as above, but
|
||||
/// with easing, utilising [CurvedParticle] extension
|
||||
/// Same example as above, but with easing, utilizing [CurvedParticle]
|
||||
/// extension.
|
||||
Particle easedMovingParticle() {
|
||||
return Particle.generate(
|
||||
count: 5,
|
||||
|
||||
@ -5,7 +5,7 @@ import 'package:flame/game.dart';
|
||||
import 'package:flame/sprite.dart';
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
class SpritebatchExample extends FlameGame {
|
||||
class SpriteBatchExample extends FlameGame {
|
||||
static const String description = '''
|
||||
In this example we show how to render many sprites in a batch for
|
||||
efficiency, this is done with `SpriteBatch` and the `SpriteBatchComponent`.
|
||||
|
||||
@ -5,7 +5,7 @@ import 'package:flame/game.dart';
|
||||
import 'package:flame/sprite.dart';
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
class SpritebatchLoadExample extends FlameGame {
|
||||
class SpriteBatchLoadExample extends FlameGame {
|
||||
static const String description = '''
|
||||
In this example we do the same thing as in the normal sprite batch example,
|
||||
but in this example the logic and loading is moved into a component that
|
||||
@ -19,7 +19,7 @@ class SpritebatchLoadExample extends FlameGame {
|
||||
}
|
||||
|
||||
class MySpriteBatchComponent extends SpriteBatchComponent
|
||||
with HasGameRef<SpritebatchLoadExample> {
|
||||
with HasGameRef<SpriteBatchLoadExample> {
|
||||
@override
|
||||
Future<void> onLoad() async {
|
||||
final spriteBatch = await gameRef.loadSpriteBatch('boom.png');
|
||||
|
||||
@ -29,16 +29,16 @@ void addSpritesStories(Dashbook dashbook) {
|
||||
info: SpritesheetExample.description,
|
||||
)
|
||||
..add(
|
||||
'Spritebatch',
|
||||
(_) => GameWidget(game: SpritebatchExample()),
|
||||
'SpriteBatch',
|
||||
(_) => GameWidget(game: SpriteBatchExample()),
|
||||
codeLink: baseLink('sprites/spritebatch_example.dart'),
|
||||
info: SpritebatchExample.description,
|
||||
info: SpriteBatchExample.description,
|
||||
)
|
||||
..add(
|
||||
'Spritebatch Auto Load',
|
||||
(_) => GameWidget(game: SpritebatchLoadExample()),
|
||||
'SpriteBatch Auto Load',
|
||||
(_) => GameWidget(game: SpriteBatchLoadExample()),
|
||||
codeLink: baseLink('sprites/spritebatch_load_example.dart'),
|
||||
info: SpritebatchLoadExample.description,
|
||||
info: SpriteBatchLoadExample.description,
|
||||
)
|
||||
..add(
|
||||
'SpriteGroup',
|
||||
|
||||
@ -49,8 +49,8 @@ class Background extends SvgComponent with HasGameRef<SvgComponentExample> {
|
||||
}
|
||||
}
|
||||
|
||||
class Ballons extends SvgComponent with HasGameRef<SvgComponentExample> {
|
||||
Ballons()
|
||||
class Balloons extends SvgComponent with HasGameRef<SvgComponentExample> {
|
||||
Balloons()
|
||||
: super(
|
||||
priority: 2,
|
||||
size: Vector2(75, 125),
|
||||
@ -63,17 +63,18 @@ class Ballons extends SvgComponent with HasGameRef<SvgComponentExample> {
|
||||
|
||||
final color = Random().nextBool() ? 'red' : 'green';
|
||||
|
||||
svg = await gameRef.loadSvg('svgs/${color}_ballons.svg');
|
||||
svg = await gameRef.loadSvg('svgs/${color}_balloons.svg');
|
||||
}
|
||||
}
|
||||
|
||||
class SvgComponentExample extends FlameGame
|
||||
with TapDetector, DoubleTapDetector {
|
||||
static const description = '''
|
||||
Simple game showcasing how to use SVGs inside a flame game. This game uses several svgs
|
||||
for its graphics. Click or touch the screen to make the player move, and double click/tap
|
||||
to add a new set of ballons on the clicked position.
|
||||
''';
|
||||
Simple game showcasing how to use SVGs inside a flame game. This game
|
||||
uses several SVGs for its graphics. Click or touch the screen to make the
|
||||
player move, and double click/tap to add a new set of balloons at the
|
||||
clicked position.
|
||||
''';
|
||||
|
||||
late Player player;
|
||||
|
||||
@ -86,31 +87,31 @@ class SvgComponentExample extends FlameGame
|
||||
add(Background());
|
||||
|
||||
add(
|
||||
Ballons()
|
||||
Balloons()
|
||||
..x = -10
|
||||
..y = -20,
|
||||
);
|
||||
|
||||
add(
|
||||
Ballons()
|
||||
Balloons()
|
||||
..x = -100
|
||||
..y = -150,
|
||||
);
|
||||
|
||||
add(
|
||||
Ballons()
|
||||
Balloons()
|
||||
..x = -200
|
||||
..y = -140,
|
||||
);
|
||||
|
||||
add(
|
||||
Ballons()
|
||||
Balloons()
|
||||
..x = 100
|
||||
..y = 130,
|
||||
);
|
||||
|
||||
add(
|
||||
Ballons()
|
||||
Balloons()
|
||||
..x = 50
|
||||
..y = -130,
|
||||
);
|
||||
@ -123,6 +124,6 @@ class SvgComponentExample extends FlameGame
|
||||
|
||||
@override
|
||||
void onDoubleTapDown(TapDownInfo info) {
|
||||
add(Ballons()..position = info.eventPosition.game);
|
||||
add(Balloons()..position = info.eventPosition.game);
|
||||
}
|
||||
}
|
||||
|
||||
@ -55,7 +55,7 @@
|
||||
- **FIX**: SpriteAnimationWidget can now be update animation safely ([#1738](https://github.com/flame-engine/flame/issues/1738)). ([eb070195](https://github.com/flame-engine/flame/commit/eb0701951c165576fac1f540c8860e560a8961e6))
|
||||
- **FIX**: JoystickComponent drags using the delta Viewport ([#1831](https://github.com/flame-engine/flame/issues/1831)). ([54e40de6](https://github.com/flame-engine/flame/commit/54e40de674f628282ea19af4f5ce2173ee48fd6e))
|
||||
- **FIX**: Specify size for the SpriteWidget ([#1760](https://github.com/flame-engine/flame/issues/1760)). ([82f75fcb](https://github.com/flame-engine/flame/commit/82f75fcb57c8185a7138ee6ceb9082a418099df8))
|
||||
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: New colors to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: add `children` argument to `SpriteComponent.fromImage` ([#1793](https://github.com/flame-engine/flame/issues/1793)). ([80a63362](https://github.com/flame-engine/flame/commit/80a633622a5784f377ef08515115d66ff200b848))
|
||||
- **FEAT**: Added Decorator class and HasDecorator mixin ([#1781](https://github.com/flame-engine/flame/issues/1781)). ([8d00847c](https://github.com/flame-engine/flame/commit/8d00847cfcecb60a96772ccba1bcf3aec56b78ff))
|
||||
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
|
||||
@ -94,7 +94,7 @@
|
||||
- **FIX**: ButtonComponent behavior when the engine is paused ([#1726](https://github.com/flame-engine/flame/issues/1726)). ([197e63d6](https://github.com/flame-engine/flame/commit/197e63d69e2a4c6779e49b918d05a60447ce9462))
|
||||
- **FIX**: Add missing paint arguments on shapes ([#1727](https://github.com/flame-engine/flame/issues/1727)). ([e59f3428](https://github.com/flame-engine/flame/commit/e59f3428469e4298d812bb665171679df8895daf))
|
||||
- **FIX**: Merge basic and advanced gesture detectors ([#1718](https://github.com/flame-engine/flame/issues/1718)). ([f08f8e12](https://github.com/flame-engine/flame/commit/f08f8e12f5322c7bea1491908f06b350e13c14b7))
|
||||
- **FEAT**: New colours to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: New colors to palette.dart ([#1783](https://github.com/flame-engine/flame/issues/1783)). ([85cd60e1](https://github.com/flame-engine/flame/commit/85cd60e16c7b4dafdf1823bf85a7ae8a50fd05f2))
|
||||
- **FEAT**: Added TextFormatter classes ([#1720](https://github.com/flame-engine/flame/issues/1720)). ([c44272be](https://github.com/flame-engine/flame/commit/c44272be45eadfabc8f03ef250eb663e59ef2aab))
|
||||
- **FEAT**: Drag events that dispatch using componentsAtPoint ([#1715](https://github.com/flame-engine/flame/issues/1715)). ([10669c12](https://github.com/flame-engine/flame/commit/10669c12702a3a82fcf5be9161107dce4349a79f))
|
||||
- **FEAT**: add `HasAncestor` mixin ([#1711](https://github.com/flame-engine/flame/issues/1711)). ([987a44f4](https://github.com/flame-engine/flame/commit/987a44f441429534c743388b44e6d84b28e8f5ca))
|
||||
|
||||
@ -25,7 +25,7 @@ mixin HasQuadTreeCollisionDetection on FlameGame
|
||||
_collisionDetection = cd;
|
||||
}
|
||||
|
||||
/// Initialise the QuadTree.
|
||||
/// Initialize the QuadTree.
|
||||
///
|
||||
/// - [mapDimensions] describes the collision area coordinates and size.
|
||||
/// Should match to game map's position and size.
|
||||
|
||||
@ -14,8 +14,8 @@ class TimerComponent extends Component {
|
||||
/// [period] The period of time in seconds that the tick will be called
|
||||
/// [repeat] When true, this will continue running after [period] is reached
|
||||
/// [autoStart] When true, will start upon instantiation (default is true)
|
||||
/// [onTick] When provided, will be called everytime [period] is reached. This
|
||||
/// overrides the [onTick] method
|
||||
/// [onTick] When provided, will be called every time [period] is reached.
|
||||
/// This overrides the [onTick] method
|
||||
TimerComponent({
|
||||
required double period,
|
||||
bool repeat = false,
|
||||
@ -31,9 +31,9 @@ class TimerComponent extends Component {
|
||||
);
|
||||
}
|
||||
|
||||
/// Called everytime the [timer] reached a tick.
|
||||
/// Called every time the [timer] reached a tick.
|
||||
/// The default implementation calls the closure received on the
|
||||
/// constructor and can be overriden to add custom logic.
|
||||
/// constructor and can be overridden to add custom logic.
|
||||
void onTick() {
|
||||
_onTick?.call();
|
||||
}
|
||||
|
||||
@ -5,11 +5,11 @@ import 'package:meta/meta.dart';
|
||||
/// An [Effect] is a component that changes properties or appearance of another
|
||||
/// component over time.
|
||||
///
|
||||
/// For example, suppose you have an object "Foo", and you want to move it
|
||||
/// For example, suppose you have an object "Goo", and you want to move it
|
||||
/// to some other point on the screen. Directly changing that object's position
|
||||
/// will cause it to teleport to the new location, which is likely undesired.
|
||||
/// A second approach that you can take is to modify Foo's `update()` method
|
||||
/// to implement the logic that will move Foo to the new position smoothly.
|
||||
/// A second approach that you can take is to modify Goo's `update()` method
|
||||
/// to implement the logic that will move Goo to the new position smoothly.
|
||||
/// However, implementing such logic for every component that you may need to
|
||||
/// move is cumbersome. A better approach then is to implement that logic as a
|
||||
/// separate "movement" component that can attach to Foo or to any other
|
||||
|
||||
@ -127,7 +127,7 @@ class DefaultViewport extends Viewport {
|
||||
/// used it will try to adapt the best as possible.
|
||||
class FixedResolutionViewport extends Viewport {
|
||||
/// By default, this viewport will clip anything rendered outside.
|
||||
/// Use this variable to control that behaviour.
|
||||
/// Use this variable to control that behavior.
|
||||
bool clip;
|
||||
|
||||
@override
|
||||
|
||||
@ -57,9 +57,9 @@ class SpriteFont {
|
||||
final double ascent;
|
||||
|
||||
/// Contains information about the characters of the font. The keys in this
|
||||
/// map are the characters' codepoints. If a particular "character" has a
|
||||
/// length greater than 1, then the key will be the first codepoint of this
|
||||
/// character, and all subsequent codepoints will be stored within the
|
||||
/// map are the characters' code points. If a particular "character" has a
|
||||
/// length greater than 1, then the key will be the first code point of this
|
||||
/// character, and all subsequent code points will be stored within the
|
||||
/// [_Chain].
|
||||
final Map<int, _Chain> _data;
|
||||
|
||||
|
||||
@ -40,7 +40,7 @@ To have your components listen to state change, the `BlocComponent` mixin can be
|
||||
```dart
|
||||
class PlayerComponent with BlocComponent<InventoryBloc, InventoryState> {
|
||||
|
||||
// onNewState can be overriden to so the component
|
||||
// onNewState can be overridden to so the component
|
||||
// can be notified on state changes
|
||||
@override
|
||||
void onNewState(InventoryState state) {
|
||||
|
||||
@ -68,7 +68,7 @@ mixin FlameBlocListenable<B extends BlocBase<S>, S> on Component {
|
||||
/// Default implementation returns true.
|
||||
bool listenWhen(S previousState, S newState) => true;
|
||||
|
||||
/// Listener called everytime a new state is emitted to this component.
|
||||
/// Listener called every time a new state is emitted to this component.
|
||||
///
|
||||
/// Default implementation is a no-op.
|
||||
void onNewState(S state) {}
|
||||
|
||||
@ -21,9 +21,8 @@ class FlameBlocProvider<B extends BlocBase<S>, S> extends Component {
|
||||
|
||||
/// {@macro flame_bloc_provider}
|
||||
///
|
||||
/// Will provide the given [value] to its children,
|
||||
/// when this constructor is used, the user is responsable for
|
||||
/// disposing the bloc.
|
||||
/// Will provide the given [value] to its children, when this constructor is
|
||||
/// used, the user is responsible for disposing of the bloc.
|
||||
FlameBlocProvider.value({
|
||||
required B value,
|
||||
List<Component>? children,
|
||||
@ -41,7 +40,7 @@ class FlameBlocProvider<B extends BlocBase<S>, S> extends Component {
|
||||
}
|
||||
}
|
||||
|
||||
/// Return the [Bloc] provided by this [FlameBlocProvider]
|
||||
/// Returns the [Bloc] provided by this [FlameBlocProvider]
|
||||
B get bloc => _bloc;
|
||||
|
||||
@override
|
||||
|
||||
@ -189,7 +189,7 @@ class FlareActorAnimation {
|
||||
c.clipRect(size.toRect());
|
||||
}
|
||||
|
||||
// boxfit
|
||||
// box fit
|
||||
switch (fit) {
|
||||
case BoxFit.fill:
|
||||
scaleX = size.x / contentWidth;
|
||||
|
||||
@ -2,6 +2,6 @@ void main() {
|
||||
// There will be a new example in here after Google I/O, stay tuned!
|
||||
// If you want to see the previous examples, go to the flame_forge2d section
|
||||
// of https://examples.flame-engine.org
|
||||
// The sourcecode lives here:
|
||||
// The source code lives here:
|
||||
// https://github.com/flame-engine/flame/tree/main/examples/lib/stories/bridge_libraries/forge2d
|
||||
}
|
||||
|
||||
@ -26,15 +26,15 @@ class WorldContactListener extends ContactListener {
|
||||
Contact contact,
|
||||
void Function(ContactCallbacks contactCallback, Object other) callback,
|
||||
) {
|
||||
final userDatas = {
|
||||
final userData = {
|
||||
contact.bodyA.userData,
|
||||
contact.fixtureA.userData,
|
||||
contact.bodyB.userData,
|
||||
contact.fixtureB.userData,
|
||||
}.whereType<Object>();
|
||||
|
||||
for (final contactCallback in userDatas.whereType<ContactCallbacks>()) {
|
||||
for (final object in userDatas) {
|
||||
for (final contactCallback in userData.whereType<ContactCallbacks>()) {
|
||||
for (final object in userData) {
|
||||
if (object != contactCallback) {
|
||||
callback(contactCallback, object);
|
||||
}
|
||||
|
||||
@ -197,7 +197,7 @@ class _Parser {
|
||||
if (parts.length == 1) {
|
||||
return parts.first;
|
||||
} else if (parts.length > 1) {
|
||||
return Concat(parts);
|
||||
return Concatenate(parts);
|
||||
} else {
|
||||
return constEmptyString;
|
||||
}
|
||||
@ -571,7 +571,7 @@ class _Parser {
|
||||
return Add(lhs as NumExpression, rhs as NumExpression);
|
||||
}
|
||||
if (lhs.isString && rhs.isString) {
|
||||
return Concat([lhs as StringExpression, rhs as StringExpression]);
|
||||
return Concatenate([lhs as StringExpression, rhs as StringExpression]);
|
||||
}
|
||||
position = opPosition;
|
||||
typeError('both lhs and rhs of + must be numeric or strings');
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
import 'package:jenny/src/structure/expressions/expression.dart';
|
||||
|
||||
class Concat extends StringExpression {
|
||||
const Concat(this.parts);
|
||||
class Concatenate extends StringExpression {
|
||||
const Concatenate(this.parts);
|
||||
|
||||
final List<StringExpression> parts;
|
||||
|
||||
|
||||
@ -18,7 +18,7 @@ class ObjectLayer extends RenderableLayer<ObjectGroup> {
|
||||
// nothing to do
|
||||
}
|
||||
|
||||
// ignore unrenderable layers when looping over the layers to render
|
||||
// ignore non-renderable layers when looping over the layers to render
|
||||
@override
|
||||
bool get visible => false;
|
||||
|
||||
|
||||
@ -365,7 +365,7 @@ class FlameTileLayer extends RenderableLayer<TileLayer> {
|
||||
|
||||
var staggerY = 0.0;
|
||||
var staggerX = 0.0;
|
||||
// Hexagonal Ponity Tiles move down by a fractional amount.
|
||||
// Hexagonal Pointy Tiles move down by a fractional amount.
|
||||
if (map.staggerAxis == StaggerAxis.y) {
|
||||
staggerY = size.y * 0.75;
|
||||
} else
|
||||
|
||||
Reference in New Issue
Block a user