diff --git a/CHANGELOG.md b/CHANGELOG.md index ab4bcffd9..596e715d6 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,7 +1,6 @@ # CHANGELOG -## [next] -- Updated the doc structure and minor language fixes +## 0.21.0 - Adding AssetsCache.readBinaryFile - Splitting debugMode from recordFps mode - Adding support for multi touch tap and drag events diff --git a/README.md b/README.md index a716188f8..a778ce677 100644 --- a/README.md +++ b/README.md @@ -61,9 +61,9 @@ We also offer a curated list of Games, Libraries and Articles over at [awesome-f ## Documentation -The complete documentation can be found [here](docs/README.md). +The complete documentation can be found [here](doc/README.md). -A lot of examples of different features can be found [here](docs/examples) and a good starting example can be found [here](./example). +A lot of examples of different features can be found [here](doc/examples) and a good starting example can be found [here](./example). A very cool docs site can be found [here](https://flame-engine.org/). diff --git a/docs/README.md b/doc/README.md similarity index 99% rename from docs/README.md rename to doc/README.md index b80046551..5d0f0983f 100644 --- a/docs/README.md +++ b/doc/README.md @@ -18,7 +18,7 @@ Put the pub package as your dependency by dropping the following in your `pubspe ```yaml dependencies: - flame: ^0.20.2 + flame: ^0.21.0 ``` And start using it! diff --git a/docs/animation_widget_article/article.md b/doc/animation_widget_article/article.md similarity index 98% rename from docs/animation_widget_article/article.md rename to doc/animation_widget_article/article.md index af97060e3..3f6d95fca 100644 --- a/docs/animation_widget_article/article.md +++ b/doc/animation_widget_article/article.md @@ -132,7 +132,7 @@ In our case, we only need to set the `textureWidth` to 96.0, as the original wid Now, just run your app, and, hurray!, we get a slick animation! -

+


The final result, as recorded in the emulator! @@ -144,4 +144,4 @@ Already thinking about the neat graphics you'll add to your apps? Be sure to che 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). -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. +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. diff --git a/docs/animation_widget_article/cover.gif b/doc/animation_widget_article/cover.gif similarity index 100% rename from docs/animation_widget_article/cover.gif rename to doc/animation_widget_article/cover.gif diff --git a/docs/animation_widget_article/folder_structure.png b/doc/animation_widget_article/folder_structure.png similarity index 100% rename from docs/animation_widget_article/folder_structure.png rename to doc/animation_widget_article/folder_structure.png diff --git a/docs/animation_widget_article/minotaur.gif b/doc/animation_widget_article/minotaur.gif similarity index 100% rename from docs/animation_widget_article/minotaur.gif rename to doc/animation_widget_article/minotaur.gif diff --git a/docs/animation_widget_article/minotaur.png b/doc/animation_widget_article/minotaur.png similarity index 100% rename from docs/animation_widget_article/minotaur.png rename to doc/animation_widget_article/minotaur.png diff --git a/docs/animation_widget_article/result-small.gif b/doc/animation_widget_article/result-small.gif similarity index 100% rename from docs/animation_widget_article/result-small.gif rename to doc/animation_widget_article/result-small.gif diff --git a/docs/animation_widget_article/result.gif b/doc/animation_widget_article/result.gif similarity index 100% rename from docs/animation_widget_article/result.gif rename to doc/animation_widget_article/result.gif diff --git a/docs/animation_widget_article/result.webm b/doc/animation_widget_article/result.webm similarity index 100% rename from docs/animation_widget_article/result.webm rename to doc/animation_widget_article/result.webm diff --git a/docs/animation_widget_article/tileset-big.png b/doc/animation_widget_article/tileset-big.png similarity index 100% rename from docs/animation_widget_article/tileset-big.png rename to doc/animation_widget_article/tileset-big.png diff --git a/docs/animation_widget_article/tileset.png b/doc/animation_widget_article/tileset.png similarity index 100% rename from docs/animation_widget_article/tileset.png rename to doc/animation_widget_article/tileset.png diff --git a/docs/audio.md b/doc/audio.md similarity index 100% rename from docs/audio.md rename to doc/audio.md diff --git a/docs/bgm.md b/doc/bgm.md similarity index 100% rename from docs/bgm.md rename to doc/bgm.md diff --git a/docs/box2d.md b/doc/box2d.md similarity index 91% rename from docs/box2d.md rename to doc/box2d.md index bd3256b94..0c27be99a 100644 --- a/docs/box2d.md +++ b/doc/box2d.md @@ -6,15 +6,15 @@ The source of the bundled box2d on Flame can be found [here](https://github.com/ 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`. -There are some updated examples of how to use it [here](/docs/examples/box2d), but they are not full game implementations. +There are some updated examples of how to use it [here](/doc/examples/box2d), but they are not full game implementations. ## BaseGame extension -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. +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. It is called `Box2DGame` and it will control the adding and removal of Box2D's BodyComponents from your root `Box2DComponent`. -A simple `Box2DGame` implementation example can be seen in the [examples folder](/docs/examples/box2d/simple). +A simple `Box2DGame` implementation example can be seen in the [examples folder](/doc/examples/box2d/simple). ## Contact callbacks @@ -61,4 +61,4 @@ If you want an object to interact with all other bodies, put `BodyComponent` as `class BallAnythingCallback implements ContactCallback ...` -An implementation example can be seen in the [examples folder](/docs/examples/box2d/contact_callbacks). +An implementation example can be seen in the [examples folder](/doc/examples/box2d/contact_callbacks). diff --git a/docs/components.md b/doc/components.md similarity index 91% rename from docs/components.md rename to doc/components.md index bf4771232..ad142e12c 100644 --- a/docs/components.md +++ b/doc/components.md @@ -25,7 +25,7 @@ The most commonly used implementation, `SpriteComponent`, can be created with a ``` In the event that you want to easily change the direction of your components rendering, you can also use -`renderFlipX` and `renderFlipY` to flip anything drawn to canvas during `render(Canvas canvas)`. +`renderFlipX` and `renderFlipY` to flip anything drawn to canvas during `render(Canvas canvas)`. This is available on all `PositionComponent` objects, and is especially useful on `SpriteComponent` and `AnimationComponent`. Simply set `component.renderFlipX = true` for example reverse the horizontal rendering. @@ -43,14 +43,14 @@ The `onDestroy` method can be overridden to run code before the component is rem There are also other implementations: -* The `AnimationComponent` takes an `Animation` object and renders a cyclic animated sprite (more details about Animations [here](/docs/images.md#Animation)) +* The `AnimationComponent` takes an `Animation` object and renders a cyclic animated sprite (more details about Animations [here](/doc/images.md#Animation)) * The `SvgComponent` takes an `Svg` object and renders the SVG on the game * The `ParallaxComponent` can render a parallax background with several frames * The `Box2DComponent`, that has a physics engine built-in (using the [Box2D](https://github.com/google/box2d.dart) port for Dart) ## Animation Component -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. +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. This will create a simple three frame animation @@ -59,7 +59,7 @@ This will create a simple three frame animation this.player = AnimationComponent(64.0, 64.0, new Animation.spriteList(sprites, stepTime: 0.01)); ``` -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)): +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)): ```dart this.player = AnimationComponent.sequenced(64.0, 64.0, 'player.png', 2); @@ -80,7 +80,7 @@ This component uses an instance of `Svg` class to represent a Component that has ## FlareAnimation Component -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. +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. ```dart final fileName = "assets/Bob_Minion.flr"; @@ -96,7 +96,7 @@ This component wraps an instance of the [FlareAnimation](/docs/images.md#FlareAn You can also change the current playing animation using the `updateAnimation` method. -For a working example, check this [source file](/docs/examples/flare/lib/main_component.dart). +For a working example, check this [source file](/doc/examples/flare/lib/main_component.dart). ## Composed component @@ -179,7 +179,7 @@ Once you are done with setting the parameters to your needs, render the Parallax Like the AnimationComponent, even if your parallax is static, you must call update on this component, so it runs its animation. Also, don't forget to add you images to the `pubspec.yaml` file as assets or they wont be found. -An example implementation can be found in the [examples directory](/docs/examples/parallax). +An example implementation can be found in the [examples directory](/doc/examples/parallax). ## Box2D Component @@ -191,13 +191,13 @@ So you can have HUD and other non-physics-related components in your game list, 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). -More information about Box2D can be found [here](/docs/box2d.md). +More information about Box2D can be found [here](/doc/box2d.md). ## Tiled Component 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. -An example of how to use the API can be found [here](/docs/examples/tiled). +An example of how to use the API can be found [here](/doc/examples/tiled). # Nine Tile Box Component @@ -213,6 +213,6 @@ Check the example app `nine_tile_box` details on how to use it. ## Effects -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) +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) -Examples of the running effects can be found [here](/docs/examples/effects.md); +Examples of the running effects can be found [here](/doc/examples/effects.md); diff --git a/docs/debug.md b/doc/debug.md similarity index 95% rename from docs/debug.md rename to doc/debug.md index 6622c88df..0d1f1bdf0 100644 --- a/docs/debug.md +++ b/doc/debug.md @@ -4,4 +4,4 @@ Flame provides some features for debugging, these features are enabled when the 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`. -To see a working example of the debugging features, [check this example](/docs/examples/debug). +To see a working example of the debugging features, [check this example](/doc/examples/debug). diff --git a/docs/effects.md b/doc/effects.md similarity index 94% rename from docs/effects.md rename to doc/effects.md index fc3652be2..832c749b2 100644 --- a/docs/effects.md +++ b/doc/effects.md @@ -48,4 +48,4 @@ square.addEffect(ScaleEffect( # Examples -Full examples can be found [here](/docs/examples/effects/simple) and [here](/docs/examples/effects/infinite_effects). +Full examples can be found [here](/doc/examples/effects/simple) and [here](/doc/examples/effects/infinite_effects). diff --git a/docs/examples/.gitignore b/doc/examples/.gitignore similarity index 100% rename from docs/examples/.gitignore rename to doc/examples/.gitignore diff --git a/docs/examples/README.md b/doc/examples/README.md similarity index 100% rename from docs/examples/README.md rename to doc/examples/README.md diff --git a/docs/examples/animation_widget/.gitignore b/doc/examples/animation_widget/.gitignore similarity index 100% rename from docs/examples/animation_widget/.gitignore rename to doc/examples/animation_widget/.gitignore diff --git 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--git a/docs/examples/with_widgets_overlay/README.md b/doc/examples/with_widgets_overlay/README.md similarity index 100% rename from docs/examples/with_widgets_overlay/README.md rename to doc/examples/with_widgets_overlay/README.md diff --git a/docs/examples/with_widgets_overlay/lib/example_game.dart b/doc/examples/with_widgets_overlay/lib/example_game.dart similarity index 100% rename from docs/examples/with_widgets_overlay/lib/example_game.dart rename to doc/examples/with_widgets_overlay/lib/example_game.dart diff --git a/docs/examples/with_widgets_overlay/lib/main.dart b/doc/examples/with_widgets_overlay/lib/main.dart similarity index 100% rename from docs/examples/with_widgets_overlay/lib/main.dart rename to doc/examples/with_widgets_overlay/lib/main.dart diff --git a/docs/examples/with_widgets_overlay/lib/main_dynamic_game.dart b/doc/examples/with_widgets_overlay/lib/main_dynamic_game.dart similarity index 100% rename from docs/examples/with_widgets_overlay/lib/main_dynamic_game.dart rename to doc/examples/with_widgets_overlay/lib/main_dynamic_game.dart diff --git a/docs/examples/with_widgets_overlay/pubspec.yaml b/doc/examples/with_widgets_overlay/pubspec.yaml similarity index 100% rename from docs/examples/with_widgets_overlay/pubspec.yaml rename to doc/examples/with_widgets_overlay/pubspec.yaml diff --git a/docs/game.md b/doc/game.md similarity index 97% rename from docs/game.md rename to doc/game.md index 663c55a9a..5d78cbdcc 100644 --- a/docs/game.md +++ b/doc/game.md @@ -69,12 +69,12 @@ removeWidgetOverlay("PauseMenu"); // Use the overlay identifier to remove the ov Under the hood, Flame uses a [Stack widget](https://api.flutter.dev/flutter/widgets/Stack-class.html) to display the overlay, so it is important to __note that the order which the overlays are added matters__, where the last added overlay, will be in the front of those added before. -Here you can see a [working example](/docs/examples/with_widgets_overlay) of this feature. +Here you can see a [working example](/doc/examples/with_widgets_overlay) of this feature. ## BaseGame debug mode Flame's `BaseGame` class provides a method called `debugMode`, which by default returns false. It can however, be overridden to enable debug features over the components of the game. __Be aware__ that the state returned by this method is passed through its component when they added to the game, so if you change the `debugMode` in runtime, it may not affect already added components. -To see more about debugMode on Flame, please refer to the [Debug Docs](/docs/debug.md) +To see more about debugMode on Flame, please refer to the [Debug Docs](/doc/debug.md) diff --git a/docs/gamepad.md b/doc/gamepad.md similarity index 100% rename from docs/gamepad.md rename to doc/gamepad.md diff --git a/docs/images.md b/doc/images.md similarity index 96% rename from docs/images.md rename to doc/images.md index 1d1636c80..6ac9e47de 100644 --- a/docs/images.md +++ b/doc/images.md @@ -50,7 +50,7 @@ All render methods from the Sprite class can receive a `Paint` instance as the o Sprites can also be used as widgets, to do so just use `Flame.util.spriteAsWidget` -A complete example using sprite as widgets can be found [here](/docs/examples/animation_widget). +A complete example using sprite as widgets can be found [here](/doc/examples/animation_widget). ## SpriteBatch @@ -62,7 +62,7 @@ You render it with a `Canvas` and an optional `Paint`, `BlendMode` and `CullRect A `SpriteBatchComponent` is also available for your convenience. -See example [here](/docs/examples/sprite_batch). +See example [here](/doc/examples/sprite_batch). ## Svg @@ -179,7 +179,7 @@ Animations are normally used inside `AnimationComponent`s, but custom components Animations can also be used as widgets, to do so, just use `Flame.util.animationAsWidget` -A complete example of using animations as widgets can be found [here](/docs/examples/animation_widget). +A complete example of using animations as widgets can be found [here](/doc/examples/animation_widget). ## FlareAnimation @@ -223,7 +223,7 @@ class MyGame extends Game { ``` FlareAnimations are normally used inside `FlareComponent`s, that way `BaseGame` will handle calling `render` and `update` automatically. -You can see a full example of the SpriteSheet class [here](/docs/examples/flare). +You can see a full example of the SpriteSheet class [here](/doc/examples/flare). ## SpriteSheet @@ -251,4 +251,4 @@ You can also get a single frame of the sprite sheet using the `getSprite` method spritesheet.getSprite(0, 0) // row, column; ``` -You can see a full example of the SpriteSheet class [here](/docs/examples/spritesheet). +You can see a full example of the SpriteSheet class [here](/doc/examples/spritesheet). diff --git a/docs/input.md b/doc/input.md similarity index 96% rename from docs/input.md rename to doc/input.md index a1fd16f9e..d13413b25 100644 --- a/docs/input.md +++ b/doc/input.md @@ -89,7 +89,7 @@ class MyGame extends Game with TapDetector { } } ``` -You can also check a more complete example [here](/docs/examples/gestures). +You can also check a more complete example [here](/doc/examples/gestures). ## Tapable components @@ -154,4 +154,4 @@ class MyGame extends Game with KeyboardEvents { } ``` -You can also check a more complete example [here](/docs/examples/keyboard). +You can also check a more complete example [here](/doc/examples/keyboard). diff --git a/docs/palette.md b/doc/palette.md similarity index 100% rename from docs/palette.md rename to doc/palette.md diff --git a/docs/particles.md b/doc/particles.md similarity index 98% rename from docs/particles.md rename to doc/particles.md index 8794e895b..c9652b459 100644 --- a/docs/particles.md +++ b/doc/particles.md @@ -96,7 +96,7 @@ game.add( ) ``` -You can find more examples of using different built-int particles in various combinations [here](/docs/examples/particles/lib/main.dart). +You can find more examples of using different built-int particles in various combinations [here](/doc/examples/particles/lib/main.dart). ## Lifecycle @@ -141,7 +141,7 @@ Flame ships with a few built-in `Particle` behaviors: * The `ComponentParticle`, renders Flame `Component` within a `Particle` effect * The `FlareParticle`, renders Flare animation within a `Particle` effect -More examples of using these behaviors together are available [here](/docs/examples/particles/lib/main.dart). All the implementations are available in [particles](/lib/particles) folder in the Flame source. +More examples of using these behaviors together are available [here](/doc/examples/particles/lib/main.dart). All the implementations are available in [particles](/lib/particles) folder in the Flame source. ## Translated Particle @@ -386,4 +386,4 @@ class GlitchParticle extends Particle with SingleChildParticle { } ``` -`ComposedParticle` could be used either as standalone or within existing `Particle` tree. \ No newline at end of file +`ComposedParticle` could be used either as standalone or within existing `Particle` tree. diff --git a/docs/splash_screen.md b/doc/splash_screen.md similarity index 100% rename from docs/splash_screen.md rename to doc/splash_screen.md diff --git a/docs/structure.md b/doc/structure.md similarity index 100% rename from docs/structure.md rename to doc/structure.md diff --git a/docs/text.md b/doc/text.md similarity index 97% rename from docs/text.md rename to doc/text.md index 41a66ed32..1938b4004 100644 --- a/docs/text.md +++ b/doc/text.md @@ -16,7 +16,7 @@ const TextConfig config = TextConfig(fontSize: 48.0, fontFamily: 'Awesome Font') * fontSize : font size, in pts (default `24.0`) * color : the color, as a `ui.Color` (default black) -For more information regarding colors and how to create then, see the [Colors and the Palette](/docs/palette.md) guide. +For more information regarding colors and how to create then, see the [Colors and the Palette](/doc/palette.md) guide. After the creation of the config you can use its `render` method to draw some string on a canvas: diff --git a/docs/tiled.md b/doc/tiled.md similarity index 85% rename from docs/tiled.md rename to doc/tiled.md index 860ad2eb6..6c5c1c84d 100644 --- a/docs/tiled.md +++ b/doc/tiled.md @@ -4,4 +4,4 @@ Right now Tiled support on Flame is quite simple and it only renders the map on the screen, other advanced features are not yet supported. -You can check a working example [here](/docs/examples/tiled). +You can check a working example [here](/doc/examples/tiled). diff --git a/docs/util.md b/doc/util.md similarity index 98% rename from docs/util.md rename to doc/util.md index 354a5af70..ddc1be947 100644 --- a/docs/util.md +++ b/doc/util.md @@ -41,11 +41,11 @@ Returns a `Future` with the dimension (`Size`) of the screen. This has to be don ### `Flame.util.addGestureRecognizer()` and `Flame.util.removeGestureRecognizer()` -These two functions help with registering (and de-registering) gesture recognizers so that the game can accept input. More about these two functions [here](/docs/input.md#Input). +These two functions help with registering (and de-registering) gesture recognizers so that the game can accept input. More about these two functions [here](/doc/input.md#Input). ### Other functions -* `text`: discussed [here](/docs/text.md) +* `text`: discussed [here](/doc/text.md) * `drawWhere`: a very simple function that manually applies an offset to the `Canvas`, render stuff given via a function and then reset the `Canvas`, without using the `Canvas`' built-in `save`/`restore` functionality. This might be useful because `BaseGame` uses the state of the canvas, and you should not mess with it. ## Timer diff --git a/docs/widgets.md b/doc/widgets.md similarity index 93% rename from docs/widgets.md rename to doc/widgets.md index 6ac7e0a65..6e9303db5 100644 --- a/docs/widgets.md +++ b/doc/widgets.md @@ -4,7 +4,7 @@ One cool feature when developing games with Flutter is the ability to use Flutte Here you can find all the available widgets provided by Flame. -You can also see all the widgets showcased inside a [Dashbook](https://github.com/erickzanardo/dashbook) sandbox [here](/docs/examples/widgets) +You can also see all the widgets showcased inside a [Dashbook](https://github.com/erickzanardo/dashbook) sandbox [here](/doc/examples/widgets) ## Nine Tile Box @@ -14,7 +14,7 @@ The grid sprite is a 3x3 grid and with 9 blocks, representing the 4 corners, the The corners are drawn at the same size, the sides are stretched on the side direction and the middle is expanded both ways. -The `NineTileBox` widget implements a Container using that standard. This pattern is also implemented in game by the `NineTileBoxComponent` where you can use this same feature, but directly into the game Canvas, to know more about this, check the component docs [here](/docs/components.md#nine-tile-box-component). +The `NineTileBox` widget implements a Container using that standard. This pattern is also implemented in game by the `NineTileBoxComponent` where you can use this same feature, but directly into the game Canvas, to know more about this, check the component docs [here](/doc/components.md#nine-tile-box-component). Here you can find an example of its usage: diff --git a/docs/examples/widgets/lib/generated_plugin_registrant.dart b/docs/examples/widgets/lib/generated_plugin_registrant.dart deleted file mode 100644 index db367c1ae..000000000 --- a/docs/examples/widgets/lib/generated_plugin_registrant.dart +++ /dev/null @@ -1,16 +0,0 @@ -// -// Generated file. Do not edit. -// - -// ignore: unused_import -import 'dart:ui'; - -import 'package:audioplayers/audioplayers_web.dart'; - -import 'package:flutter_web_plugins/flutter_web_plugins.dart'; - -// ignore: public_member_api_docs -void registerPlugins(PluginRegistry registry) { - AudioplayersPlugin.registerWith(registry.registrarFor(AudioplayersPlugin)); - registry.registerMessageHandler(); -} diff --git a/pubspec.yaml b/pubspec.yaml index b0515c428..bae9cc6cc 100644 --- a/pubspec.yaml +++ b/pubspec.yaml @@ -1,6 +1,6 @@ name: flame description: A minimalist Flutter game engine, provides a nice set of somewhat independent modules you can choose from. -version: 0.20.2 +version: 0.21.0 homepage: https://github.com/flame-engine/flame dependencies: