import 'dart:ui'; import 'package:flutter/painting.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 { /// 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. void update(double t); /// Renders this component on the provided Canvas [c]. void render(Canvas c); /// This is a hook called by [BaseGame] to let this component know that the screen (or flame draw area) has been update. /// /// It receives the new size. /// You can use the [Resizable] mixin if you want an implementation of this hook that keeps track of the current size. void resize(Vector2 size) {} /// 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 preperad by the game instance. /// /// This can be used to make initializations on your component as, when this method is called, /// things like resize (and other mixins) are already set and usable. void onMount() {} /// Called right before the component is destroyed and removed from the game void onDestroy() {} }