Reverting doc rename
@ -1,7 +1,6 @@
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# CHANGELOG
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## [next]
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- Updated the doc structure and minor language fixes
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## 0.21.0
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- Adding AssetsCache.readBinaryFile
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- Splitting debugMode from recordFps mode
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- Adding support for multi touch tap and drag events
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@ -61,9 +61,9 @@ We also offer a curated list of Games, Libraries and Articles over at [awesome-f
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## Documentation
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The complete documentation can be found [here](docs/README.md).
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The complete documentation can be found [here](doc/README.md).
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A lot of examples of different features can be found [here](docs/examples) and a good starting example can be found [here](./example).
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A lot of examples of different features can be found [here](doc/examples) and a good starting example can be found [here](./example).
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A very cool docs site can be found [here](https://flame-engine.org/).
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@ -18,7 +18,7 @@ Put the pub package as your dependency by dropping the following in your `pubspe
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```yaml
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dependencies:
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flame: ^0.20.2
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flame: ^0.21.0
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```
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And start using it!
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@ -132,7 +132,7 @@ In our case, we only need to set the `textureWidth` to 96.0, as the original wid
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Now, just run your app, and, hurray!, we get a slick animation!
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<p align="center">
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<p align="center">
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<img width="30%" src="result.gif" />
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<br />
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<small>The final result, as recorded in the emulator!</small>
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@ -144,4 +144,4 @@ Already thinking about the neat graphics you'll add to your apps? Be sure to che
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This whole example is inside the examples folder for flame, and you can see [the source code](https://github.com/luanpotter/flame/tree/master/doc/examples/animation_widget), if you have any doubts or wanna test or run yourself. Also, the article is [committed as well](https://github.com/luanpotter/flame/tree/master/doc/animation_widget_article).
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If you liked Flame, leave your clap, star on GitHub, and please check out our [repository](https://github.com/luanpotter/flame) with full docs, examples, and issues you can ask. Also, for more in-depth questions, be sure to check our [Discord channel](https://discord.gg/pxrBmy4), where we try to answer questions and solve problems.
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If you liked Flame, leave your clap, star on GitHub, and please check out our [repository](https://github.com/luanpotter/flame) with full doc, examples, and issues you can ask. Also, for more in-depth questions, be sure to check our [Discord channel](https://discord.gg/pxrBmy4), where we try to answer questions and solve problems.
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|
Before Width: | Height: | Size: 3.4 MiB After Width: | Height: | Size: 3.4 MiB |
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Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 43 KiB |
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Before Width: | Height: | Size: 229 KiB After Width: | Height: | Size: 229 KiB |
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Before Width: | Height: | Size: 4.0 KiB After Width: | Height: | Size: 4.0 KiB |
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Before Width: | Height: | Size: 1.5 MiB After Width: | Height: | Size: 1.5 MiB |
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Before Width: | Height: | Size: 14 MiB After Width: | Height: | Size: 14 MiB |
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Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
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@ -6,15 +6,15 @@ The source of the bundled box2d on Flame can be found [here](https://github.com/
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There is a simple example game [here](https://github.com/feroult/haunt) that can be used as reference of how to use box2d on Flame, although it is a little bit outdated and doesn't use `Box2DGame`.
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There are some updated examples of how to use it [here](/docs/examples/box2d), but they are not full game implementations.
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There are some updated examples of how to use it [here](/doc/examples/box2d), but they are not full game implementations.
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## BaseGame extension
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If you are going to use Box2D in your project it can be a good idea to use the Box2D specific extension of the `BaseGame` class.
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If you are going to use Box2D in your project it can be a good idea to use the Box2D specific extension of the `BaseGame` class.
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It is called `Box2DGame` and it will control the adding and removal of Box2D's BodyComponents from your root `Box2DComponent`.
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A simple `Box2DGame` implementation example can be seen in the [examples folder](/docs/examples/box2d/simple).
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A simple `Box2DGame` implementation example can be seen in the [examples folder](/doc/examples/box2d/simple).
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## Contact callbacks
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@ -61,4 +61,4 @@ If you want an object to interact with all other bodies, put `BodyComponent` as
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`class BallAnythingCallback implements ContactCallback<Ball, BodyComponent> ...`
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An implementation example can be seen in the [examples folder](/docs/examples/box2d/contact_callbacks).
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An implementation example can be seen in the [examples folder](/doc/examples/box2d/contact_callbacks).
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@ -25,7 +25,7 @@ The most commonly used implementation, `SpriteComponent`, can be created with a
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```
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In the event that you want to easily change the direction of your components rendering, you can also use
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`renderFlipX` and `renderFlipY` to flip anything drawn to canvas during `render(Canvas canvas)`.
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`renderFlipX` and `renderFlipY` to flip anything drawn to canvas during `render(Canvas canvas)`.
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This is available on all `PositionComponent` objects, and is especially useful on `SpriteComponent` and
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`AnimationComponent`. Simply set `component.renderFlipX = true` for example reverse the horizontal rendering.
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@ -43,14 +43,14 @@ The `onDestroy` method can be overridden to run code before the component is rem
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There are also other implementations:
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* The `AnimationComponent` takes an `Animation` object and renders a cyclic animated sprite (more details about Animations [here](/docs/images.md#Animation))
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* The `AnimationComponent` takes an `Animation` object and renders a cyclic animated sprite (more details about Animations [here](/doc/images.md#Animation))
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* The `SvgComponent` takes an `Svg` object and renders the SVG on the game
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* The `ParallaxComponent` can render a parallax background with several frames
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* The `Box2DComponent`, that has a physics engine built-in (using the [Box2D](https://github.com/google/box2d.dart) port for Dart)
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## Animation Component
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This component uses an instance of the [Animation](/docs/images.md#Animation) class to represent a Component that has a sprite that runs a single cyclic animation.
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This component uses an instance of the [Animation](/doc/images.md#Animation) class to represent a Component that has a sprite that runs a single cyclic animation.
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This will create a simple three frame animation
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@ -59,7 +59,7 @@ This will create a simple three frame animation
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this.player = AnimationComponent(64.0, 64.0, new Animation.spriteList(sprites, stepTime: 0.01));
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```
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If you have a sprite sheet, you can use the `sequenced` constructor, identical to the one provided by the `Animation` class (check more details in [the appropriate section](/docs/images.md#Animation)):
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If you have a sprite sheet, you can use the `sequenced` constructor, identical to the one provided by the `Animation` class (check more details in [the appropriate section](/doc/images.md#Animation)):
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```dart
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this.player = AnimationComponent.sequenced(64.0, 64.0, 'player.png', 2);
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@ -80,7 +80,7 @@ This component uses an instance of `Svg` class to represent a Component that has
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## FlareAnimation Component
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This component wraps an instance of the [FlareAnimation](/docs/images.md#FlareAnimation), it receives the filename of the Flare animation file, which animation from that file you want to use, and the `width` and `height` of the rendered animation.
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This component wraps an instance of the [FlareAnimation](/doc/images.md#FlareAnimation), it receives the filename of the Flare animation file, which animation from that file you want to use, and the `width` and `height` of the rendered animation.
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```dart
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final fileName = "assets/Bob_Minion.flr";
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@ -96,7 +96,7 @@ This component wraps an instance of the [FlareAnimation](/docs/images.md#FlareAn
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You can also change the current playing animation using the `updateAnimation` method.
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For a working example, check this [source file](/docs/examples/flare/lib/main_component.dart).
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For a working example, check this [source file](/doc/examples/flare/lib/main_component.dart).
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## Composed component
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@ -179,7 +179,7 @@ Once you are done with setting the parameters to your needs, render the Parallax
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Like the AnimationComponent, even if your parallax is static, you must call update on this component, so it runs its animation.
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Also, don't forget to add you images to the `pubspec.yaml` file as assets or they wont be found.
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An example implementation can be found in the [examples directory](/docs/examples/parallax).
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An example implementation can be found in the [examples directory](/doc/examples/parallax).
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## Box2D Component
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@ -191,13 +191,13 @@ So you can have HUD and other non-physics-related components in your game list,
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You can see a more complete example of box2d usage on [this WIP game](https://github.com/feroult/haunt) made by @feroult (beware, though, it uses 0.6.x version of flame, but the Box2D related apis are unchanged).
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More information about Box2D can be found [here](/docs/box2d.md).
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More information about Box2D can be found [here](/doc/box2d.md).
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## Tiled Component
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Currently we have a very basic implementation of a Tiled component. This API uses the lib [Tiled](https://github.com/feroult/tiled.dart) to parse map files and render visible layers.
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An example of how to use the API can be found [here](/docs/examples/tiled).
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An example of how to use the API can be found [here](/doc/examples/tiled).
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# Nine Tile Box Component
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@ -213,6 +213,6 @@ Check the example app `nine_tile_box` details on how to use it.
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## Effects
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Flame provides a set of effects that can be applied to a certain type of components, these effects can be used to animate some properties of your components, like position or dimensions. You can check the list of those effects [here](/docs/effects.md)
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Flame provides a set of effects that can be applied to a certain type of components, these effects can be used to animate some properties of your components, like position or dimensions. You can check the list of those effects [here](/doc/effects.md)
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Examples of the running effects can be found [here](/docs/examples/effects.md);
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Examples of the running effects can be found [here](/doc/examples/effects.md);
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@ -4,4 +4,4 @@ Flame provides some features for debugging, these features are enabled when the
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|
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In addition to the debugMode, you can also ask BaseGame to record the fps, that is enabled by overriding the `recordFps` method to return `true`, by doing so, you can access the current fps by using the method `fps`.
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To see a working example of the debugging features, [check this example](/docs/examples/debug).
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To see a working example of the debugging features, [check this example](/doc/examples/debug).
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@ -48,4 +48,4 @@ square.addEffect(ScaleEffect(
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# Examples
|
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Full examples can be found [here](/docs/examples/effects/simple) and [here](/docs/examples/effects/infinite_effects).
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Full examples can be found [here](/doc/examples/effects/simple) and [here](/doc/examples/effects/infinite_effects).
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