# Game Loop The Game Loop module is a simple abstraction over the game loop concept. Basically most games are built upon two methods: * The render method takes the canvas ready for drawing the current state of the game. * The update method receives the delta time in seconds since last update and allows you to move to the next state. The `Game` class can be extended and will provide these gameloop methods and then its instance Flutter widget tree via the `GameWidget`. You can add it into the top of you tree (directly as an argument to `runApp`) or inside the usual app-like widget structure (with scaffold, routes, etc.). Example of usage directly with `runApp`: ```dart class MyGameSubClass extends Game { @override void render(Canvas canvas) { // TODO: implement render } @override void update(double t) { // TODO: implement update } } main() { final myGame = MyGameSubClass(); runApp( GameWidget( game: myGame, ) ); } ``` **Note:** Do not instantiate your game in a build method. Instead create an instance of your game and reference it within your widget structure. Otherwise your game will be rebuild every time the Flutter tree gets rebuild. It is important to notice that `Game` is an abstract class with just the very basic implementations of the gameloop. As an option and more suitable for most cases, there is the full-featured `BaseGame` class. For example, Forge2D games uses `Forge2DGame` class; The `BaseGame` implements a `Component` based `Game` for you; basically it has a list of `Component`s and passes the `update` and `render` calls appropriately. You can still extend those methods to add custom behavior, and you will get a few other features for free, like the passing of `resize` methods (every time the screen is resized the information will be passed to the resize methods of all your components) and also a basic camera feature. The `BaseGame.camera` controls which point in coordinate space should be the top-left of the screen (defaults to [0,0] like a regular `Canvas`). A `BaseGame` implementation example can be seen below: ```dart class MyCrate extends SpriteComponent { // creates a component that renders the crate.png sprite, with size 16 x 16 MyCrate() : super.fromSprite(16.0, 16.0, new Sprite('crate.png')); @override void onGameResize(Size size) { // we don't need to set the x and y in the constructor, we can set then here this.x = (size.width - this.width) / 2; this.y = (size.height - this.height) / 2; } } class MyGame extends BaseGame { MyGame() { add(new MyCrate()); // this will call resize the first time as well } } ``` To remove components from the list on a `BaseGame` the `markToRemove` method can be used. ## Flutter Widgets and Game instances Since a Flame game can be wrapped in a widget, it is quite easy to use it alongside other Flutter widgets. But still, there is a the Widgets overlay API that makes things even easier. `Game.overlays` enables to any Flutter widget to be shown on top of a game instance, this makes it very easy to create things like a pause menu, or an inventory screen for example. This property that will be used to manage the active overlays. This management happens via the `.overlays.add` and `.overlays.remove` methods that marks an overlay to be shown and hidden, respectively, via a `String` argument that identifies an overlay. After that it can be specified which widgets represent each overlay in the `GameWidget` declaration by setting a `overlayBuilderMap`. ```dart // inside game methods: final pauseOverlayIdentifier = "PauseMenu"; overlays.add(pauseOverlayIdentifier); // marks "PauseMenu" to be rendered. overlays.remove(pauseOverlayIdentifier); // marks "PauseMenu" to not be rendered. ``` ```dart // on the widget declaration final game = MyGame(); Widget build(BuildContext context) { return GameWidget( game: game, overlayBuilderMap: { "PauseMenu": (ctx) { return Text("A pause menu"); }, }, ); } ``` The order in which the overlays are declared on the `overlayBuilderMap` defines which overlay will be rendered first. Here you can see a [working example](https://github.com/flame-engine/flame/tree/master/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](https://github.com/flame-engine/flame/tree/master/doc/debug.md)