import 'package:meta/meta.dart'; import 'package:ordered_set/comparing.dart'; import 'package:ordered_set/ordered_set.dart'; import '../effects/effects.dart'; import '../effects/effects_handler.dart'; import '../extensions/vector2.dart'; import '../game.dart'; import 'component.dart'; /// This can be extended to represent a basic Component for your game. /// /// The difference between this and [Component] is that this can have children, /// handles effects on your component and can be used to see whether a point is /// on your component, which is useful for handling the effect of gestures. abstract class BaseComponent extends Component { final EffectsHandler _effectsHandler = EffectsHandler(); final OrderedSet children = OrderedSet(Comparing.on((c) => c.priority)); /// This method is called periodically by the game engine to request that your component updates itself. /// /// The time [dt] 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 @override void update(double dt) { _effectsHandler.update(dt); } /// Called to check whether the point should be counted as a tap on the component bool checkOverlap(Vector2 point) => false; /// Add an effect to the component void addEffect(ComponentEffect effect) { _effectsHandler.add(effect, this); } /// Mark an effect for removal on the component void removeEffect(ComponentEffect effect) { _effectsHandler.removeEffect(effect); } /// Remove all effects void clearEffects() { _effectsHandler.clearEffects(); } /// Get a list of non removed effects List get effects => _effectsHandler.effects; /// Uses the game passed in to prepare the child component before it is added /// to the list of children void addChild(Game gameRef, Component c) { if (gameRef is BaseGame) { gameRef.prepare(c); } children.add(c); } /// This method first calls the passed function on itself and then recursively propagates it to every children /// and grandchildren (and so on) of this component, either until it has propagated through the whole tree or /// if the handler at any point returns false. /// /// This method is important to be used by the engine to propagate actions like rendering, taps, etc, /// but you can call it yourself if you need to apply an action to the whole component chain. /// It will only consider components of type T in the hierarchy, so use T = Component to target everything. bool propagateToChildren( bool Function(T) handler, ) { bool shouldContinue = true; if (this is T) { shouldContinue = handler(this as T); if (!shouldContinue) { return false; } } for (Component child in children) { if (child is T) { shouldContinue = handler(child); if (shouldContinue && child is BaseComponent) { shouldContinue = child.propagateToChildren(handler); } else { break; } } } return shouldContinue; } }