This PR addresses the concerns in
https://github.com/flame-engine/flame/issues/3488
For convenience, here is the relevant text.
> It is a fairly common feature for a game to "type out" dialogue within
a TextBoxComponent (as the behavior would be if timePerChar > 0, but
also allow the user to skip that type-out effect, and display the
dialogue in its entirety (as the behavior would be if timePerChar == 0).
This PR implements a setter for TextBoxComponent.boxConfig, allowing for
the TextBoxConfig to be changed after TextBoxComponent is instantiated.
The `_boxConfig` has been made non-final to allow this field to be
modifiable.
Additionally, a `skip` method is implemented which more explicitly
provides the intended skipping behavior.
---------
Co-authored-by: Lukas Klingsbo <me@lukas.fyi>
This PR introduces a new HasVisibility mixin on Component. It prevents the renderTree method from progressing if the isVisible property is false. It therefore prevents the component and all it's children from rendering.
The purpose of this mixin is to allow showing and hiding a component without removing it from the tree.
An important note is that the component (and all it's children) will still be on the tree. They will continue to receive update events, and all other lifecycle events. If the user has implemented input such as tap events, or collision detection, or any other interactivity, this will continue to operate without affect (unless it relies on the render step - such as per-pixel collision detection).
This is expected behaviour. If it is not desired, the user needs to account for it (by checking isVisible in their code) or someone needs to create another mixin for HasEnabled or HasActive which would prevent these other actions 😁
I am very happy to make changes, take suggestions, etc!
Adds a new key api on FCS, which will allow users to get a component from the tree, without needing to iterate over all the children or a parent descendants.
This PR adds a new mixin on Component. When attached to a component, it allows scaling the delta time of that component as well as all its children by a non-negative factor. The idea is to allows slowing down or speeding up the gameplay by change the scaling factor.
Note: This approach works only for framerate independent game logic. Code in update() that is not dependent on delta time will remain unaffected by time scale.
This adds a proposal for a new API for flame, the ComponentNotifier.
This API offers the user change notifiers classes that are tied to FlameGame and its components so the user can be notified when a component is added, removed or updated.
This will enable users to:
Take the benefit of reactive programming inside the game
Have a simple way of watching certain states from the game, on Flutter Widgets
One important note here is that this proposal does not mean to replace integrations like flame_bloc, but rather provider an simple and out of the box solution, without any need of additional packages, since change notifiers are provided by flutter itself.
Opening this as draft for now to get feedback on the implementation, will write tests and docs once we have the final implementation.
This PR adds a new method called lookAt for PositionComponent. It is a convenience method which rotates the component to make it point towards/look at the given target position.
Additionally, this PR also adds a angleTo method which can be used to get the calculated angle for lookAt. It will be useful if someone want to smoothly rotate towards target using effects or manual lerping.
* Animations, CameraAndViewport, CollisionDetection and Components unified
* Added descriptions to effects
* Rename input games
* Unify input stories
* Add info to parallax section
* Added descriptions to the rendering examples
* Add descriptions to the sprites directory
* Fix utils and rendering section
* Add descriptions to the widgets section
* Delete directory that rebase brought back
* Unify game names
* Added some styleguide docs for examples
* Fix analyze issues
* All files should have _example as suffix
* Made the FollowComponentExample a bit easier to understand
* Change priority of ember
* Game as a component
* Fix component stories
* Effects are now components
* Update effects docs
* Handle swap of parent
* Fix reAddChildren
* Wait for children to be added
* BaseComponent and PositionComponent to be non-abstract
* Simplify HasGameRef
* Revert so that onLoad can be null
* Fix example description
* Effects as components
* Remove gameRef from addChildren
* Fix hasGameRef
* Start migrating effects
* Updated comments of effect fields
* Fix comments
* Continue to fix sequence and combined effects
* Upgrade ordered_set
* Fix position_component_test
* BaseComponent -> Component
* Fix combined and sequence effects
* Await components to be added in tests
* Remove unnecessary game.update in tests
* Fix some tests related to composition
* BaseGame should be used in examples
* Fix CombinedEffect test
* Keyboard code to be based on Component
* Fix keyboard tests
* Fix analyze problems
* Fix sequence_effect
* Fix combined_effect_test
* Store peak state instead of end state
* Fix sequence_effect tests
* Update tutorial
* Fix tutorial 1
* Remove SimplePositionComponentEffect
* Remove unused test variable
* Update docs
* Removed onMount
* Remove onMount
* Add missing dartdoc
* Fix dart docs
* Add super.update where needed
* Move reAddChildren to component
* Reorganize method order in game widget
* preOffset -> initialDelay, postOffset -> peakDelay
* Introduce component.onParentChange
* Remove tests in wrong file
* Fix composed component test
* Add game lifecycle test
* Use BaseGame for mouse cursor test
* Oxygen should (?) not call super.update
* Use BaseGame in keyboard_test
* Fix onLoad to be properly cached
* Re-add unintentionally removed override
* Fix info for collision detection tests
* Add test for correct lifecycle on parent change
* Fix particles example
* Add component lifecycle diagram to the docs
* Add docs for the game lifecycle
* onRemove should be called when a game is removed from the widget
* Fix analyze errors
* prepare should be called from the component itself, not its parent
* Fix dartdoc
* onParentChange -> onMount
* onMount should have void as return type
* Simplify the loaderFuture in GameWidget
* Fix mock_canvas
* Fix rebase problem
* Remove asComponent
* Less complex _loaderFuture
* Add super.update to no_fcs parallax example
* Fix async tests
* Revert _loaderFuture
* Fix analyze issues
* await gameWithCollidables
* Keep epsilon small where it can be
* tappable methods should return bool
* Game lifecycle is now the same as for Component
* Remove mustCallSuper from component.update
* Make onLoadCache protected
* @internal on onLoadCache
* Cache/Memoize debugPaint and debugTextPaint
* Fix imports
* Fix comments
* Always call super.onLoad so that mixins can override it
* Add forgotten super.onLoad
* Bump coverage percentage
* HasCollidables should override update
* Fix Game comments
* Fix some dartdoc
* Apply suggestions from code review
Co-authored-by: Erick <erickzanardoo@gmail.com>
* Game + Loadable as mixins
* Update packages/flame/lib/src/game/game_widget/game_widget.dart
Co-authored-by: Luan Nico <luanpotter27@gmail.com>
* Update loadable docs
* Fix comments
* Move fps_counter
* Fix keyboard example
* Fix dartdoc
* Remove tutorials temporarily
* Fix game lowlevel graph
* Fix resize issue
Co-authored-by: Erick <erickzanardoo@gmail.com>
Co-authored-by: Luan Nico <luanpotter27@gmail.com>
* Possibility to change component priority
* Fix formatting
* Posibility to change priority
* Docs for priority change
* Priority example
* Add section explaining priority
* Update doc/game.md
Co-authored-by: Erick <erickzanardoo@gmail.com>
* Update examples/lib/stories/components/components.dart
Co-authored-by: Erick <erickzanardoo@gmail.com>
* No null priorities in the super call chain
* Possibility to wait for all children to be loaded
* Test for addChildren
* Introduce parent to Component
* Check whether parent is BaseComponent
Co-authored-by: Erick <erickzanardoo@gmail.com>