import 'dart:ui'; import 'package:flutter/painting.dart'; import 'package:meta/meta.dart'; import '../effects/effects.dart'; import '../extensions/vector2.dart'; /// This represents a Component for your game. /// /// Components can be bullets flying on the screen, a spaceship or your player's fighter. /// Anything that either renders or updates can be added to the list on [BaseGame]. It will deal with calling those methods for you. /// Components also have other methods that can help you out if you want to overwrite them. abstract class Component { /// The effects that should run on the component final List _effects = []; /// This method is called periodically by the game engine to request that your component updates itself. /// /// The time [t] in seconds (with microseconds precision provided by Flutter) since the last update cycle. /// This time can vary according to hardware capacity, so make sure to update your state considering this. /// All components on [BaseGame] are always updated by the same amount. The time each one takes to update adds up to the next update cycle. @mustCallSuper void update(double dt) { _effects.forEach((e) => e.update(dt)); _effects.removeWhere((e) => e.hasFinished()); } /// Renders this component on the provided Canvas [c]. void render(Canvas c); /// It receives the new game size. /// Executed right after the component is attached to a game and right before [onMount] is called /// /// Use [Resizable] to save the gameSize in a component. void onGameResize(Vector2 gameSize) {} /// Whether this component has been loaded yet. If not loaded, [BaseGame] will not try to render it. /// /// Sprite based components can use this to let [BaseGame] know not to try to render when the [Sprite] has not been loaded yet. /// Note that for a more consistent experience, you can pre-load all your assets beforehand with Flame.images.loadAll. bool loaded() => true; /// Whether this should be destroyed or not. /// /// It will be called once per component per loop, and if it returns true, [BaseGame] will mark your component for deletion and remove it before the next loop. bool destroy() => false; /// Whether this component is HUD object or not. /// /// HUD objects ignore the [BaseGame.camera] when rendered (so their position coordinates are considered relative to the device screen). bool isHud() => false; /// Render priority of this component. This allows you to control the order in which your components are rendered. /// /// Components are always updated and rendered in the order defined by this number. /// The smaller the priority, the sooner your component will be updated/rendered. /// It can be any integer (negative, zero, or positive). /// If two components share the same priority, they will probably be drawn in the order they were added. int priority() => 0; /// Called when the component has been added and prepared by the game instance. /// /// This can be used to make initializations on your component as, when this method is called, /// things like [onGameResize] are already set and usable. void onMount() {} /// Called right before the component is destroyed and removed from the game void onDestroy() {} /// Add an effect to the component void addEffect(ComponentEffect effect) { _effects.add(effect..initialize(this)); } /// Mark an effect for removal on the component void removeEffect(ComponentEffect effect) { effect.dispose(); } /// Remove all effects void clearEffects() { _effects.forEach(removeEffect); } }