Before this PR, the return type of onLoad() was Future<void>?, after this PR the return type is FutureOr<void> -- both for classes Component and Game.
Reasons:
The use of FutureOr is more idiomatic in Dart, this class was specifically created in order to be used in situations like ours.
This makes learning Flame easier for beginners, since you no longer need to explain what asynchronous programming is from the start (and onLoad() is one of the first methods the user encounters in Flame).
The code can be cleaner in case when onLoad doesn't need to be async.
With new approach, the onLoad() method can be overridden as either
@override
Future<void> onLoad() async { ... }
or
@override
void onLoad() { ... }
Of course, it can also be overridden as
@override
FutureOr<void> onLoad() { ... }
but this is rare, only for components that are designed to be further subclassed, or for mixins.
The documentation was updated to show the new recommended usage.
This PR adds two updates.
It updates the flame_forge2d to latest version i.e on pub.dev in examples and padracing projects.
Adds a bouncing ball example in the collision detection examples demonstrating a simple example of collision and bouncing of a ball from the walls around it.