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flame/doc/components.md
2021-04-05 13:33:12 +02:00

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Components

Component Diagram

This diagram might look intimidating, but don't worry, it is not as complex as it looks.

Component

All components inherit from the abstract class Component.

If you want to skip reading about abstract classes you can jump directly to PositionComponent.

Every Component has a few methods that you can optionally implement, which are used by the BaseGame class. If you are not using BaseGame, you can alternatively use these methods on your own game loop.

The resize method is called whenever the screen is resized, and in the beginning once when the component is added to the game via the add method.

The shouldRemove variable can be overridden or set to true and BaseGame will remove the component before the next update loop. It will then no longer be rendered or updated. Note that game.remove(Component c) can also be used to remove components from the game.

The isHUD variable can be overridden or set to true (defaults to false) to make the BaseGame ignore the camera for this element, make it static in relation to the screen that is.

The onMount method can be overridden to run initialization code for the component. When this method is called, BaseGame ensures that all the mixins which would change this component's behavior are already resolved.

The onRemove method can be overridden to run code before the component is removed from the game, it is only run once even if the component is removed both by using the BaseGame remove method and the Component remove method.

The onLoad method can be overridden to run asynchronous initialization code for the component, like loading an image for example. This method is executed after the initial "preparation" of the component is run, meaning that this method is executed after onMount and just before the inclusion of the component in the BaseGame's list of components.

BaseComponent

Usually if you are going to make your own component you want to extend PositionComponent, but if you want to be able to handle effects and child components but handle the positioning differently you can extend the BaseComponent.

It is used by SpriteBodyComponent, PositionBodyComponent, and BodyComponent in Forge2D since those components doesn't have their position in relation to the screen, but in relation to the Forge2D world.

Composability of components

Sometimes it is useful to wrap other components inside of your component. For example by grouping visual components through a hierarchy. You can do this by having child components on any component that extends BaseComponent, for example PositionComponent or BodyComponent. When you have child components on a component every time the parent is updated and rendered, all the children are rendered and updated with the same conditions.

Example of usage, where visibility of two components are handled by a wrapper:

class GameOverPanel extends PositionComponent with HasGameRef<MyGame> {
  bool visible = false;
  final Image spriteImage;

  GameOverPanel(this.spriteImage);

  @override
  Future<void> onLoad() async {
    final gameOverText = GameOverText(spriteImage); // GameOverText is a Component
    final gameOverButton = GameOverButton(spriteImage); // GameOverRestart is a SpriteComponent

    addChild(gameRef, gameOverText);
    addChild(gameRef, gameOverButton);
  }

  @override
  void render(Canvas canvas) {
    if (visible) {
      super.render(canvas);
    } // If not visible none of the children will be rendered
  }
}

PositionComponent

This class represent a single object on the screen, being a floating rectangle or a rotating sprite.

A PositionComponent has a position, size and angle, as well as some useful methods like distance and angleBetween.

When implementing the render method for a component that extends PositionComponent remember to render from the top left corner (0.0). Your render method should not handle where on the screen your component should be rendered. To handle where and how your component should be rendered use the position, angle and anchor properties and flame will automatically handle the rest for you.

If you really want to handle the canvas translations yourself you can just omit the super.render(canvas) line and suppress the warning, but for most use cases this is not recommended.

If you want to know where on the screen the bounding box of the component is you can use the toRect method.

In the event that you want to change the direction of your components rendering, you can also use renderFlipX and renderFlipY to flip anything drawn to canvas during render(Canvas canvas). This is available on all PositionComponent objects, and is especially useful on SpriteComponent and SpriteAnimationComponent. For example set component.renderFlipX = true to mirror the horizontal rendering.

SpriteComponent

The most commonly used implementation of PositionComponent is SpriteComponent, and it can be created with a Sprite:

import 'package:flame/components/component.dart';

class MyGame extends BaseGame {
  late final SpriteComponent player;

  @override
  Future<void> onLoad() async {
    final sprite = await Sprite.load('player.png');
    final size = Vector2.all(128.0);
    final player = SpriteComponent(size: size, sprite: sprite);

    // screen coordinates
    player.position = ... // Vector2(0.0, 0.0) by default, can also be set in the constructor
    player.angle = ... // 0 by default, can also be set in the constructor
    add(player); // Adds the component
  }
}

SpriteAnimationComponent

This class is used to represent a Component that has a sprite that runs a single cyclic animation.

This will create a simple three frame animation using 3 different images:

final sprites = [0, 1, 2]
    .map((i) => await Sprite.load('player_$i.png'))
    .toList();
final size = Vector2.all(64.0);
this.player = SpriteAnimationComponent(
  SpriteAnimation.spriteList(sprites, stepTime: 0.01),
  size: size,
);

If you have a sprite sheet, you can use the sequenced constructor from the SpriteAnimationData class (check more details on Images > Animation):

final size = Vector2.all(64.0);
final data = SpriteAnimationData.sequenced(
  textureSize: size,
  amount: 2,
  stepTime: 0.1,
);
this.player = SpriteAnimationComponent.fromFrameData(
  await images.load('player.png'),
  data,
);

If you are not using BaseGame, don't forget this component needs to be updated, because the animation object needs to be ticked to move the frames.

SvgComponent

Note: To use SVG with Flame, use the flame_svg package.

This component uses an instance of Svg class to represent a Component that has a svg that is rendered in the game:

final svg = await Svg.load('android.svg');
final android = SvgComponent.fromSvg(
  svg,
  position: Vector2.all(100),
  size: Vector2.all(100),
);

FlareActorComponent

Note: The previous implementation of a Flare integration API using FlareAnimation and FlareComponent has been deprecated.

To use Flare within Flame, use the flame_flare package.

This is the interface for using a flare animation within flame. FlareActorComponent has almost the same API as of flare's FlareActor widget. It receives the animation filename (that is loaded by default with Flame.bundle), it can also receive a FlareController that can play multiple animations and control nodes.

import 'package:flame_flare/flame_flare.dart';

class YourFlareController extends FlareControls {

  late ActorNode rightHandNode;

  void initialize(FlutterActorArtboard artboard) {
    super.initialize(artboard);

    // get flare node
    rightHand = artboard.getNode('right_hand');
  }
}

final fileName = 'assets/george_washington.flr';
final size = Vector2(1776, 1804);
final controller = YourFlareController();

FlareActorComponent flareAnimation = FlareActorComponent(
  fileName,
  controller: controller,
  width: 306,
  height: 228,
);

flareAnimation.x = 50;
flareAnimation.y = 240;
add(flareAnimation);

// to play an animation
controller.play('rise_up');

// you can add another animation to play at the same time
controller.play('close_door_way_out');

// also, you can get a flare node and modify it
controller.rightHandNode.rotation = math.pi;

You can also change the current playing animation by using the updateAnimation method.

For a working example, check the example in the flame_flare repository.

ParallaxComponent

This Component can be used to render backgrounds with a depth feeling by drawing several transparent images on top of each other, where each image is moving with a different velocity.

The rationale is that when you look at the horizon and moving, closer objects seem to move faster than distant ones.

This component simulates this effect, making a more realistic background effect.

The simplest ParallaxComponent is created like this:

@override
Future<void> onLoad() async {
  final parallaxComponent = await loadParallaxComponent(['bg.png', 'trees.png']);
  add(parallax);
}

A ParallaxComponent can also "load itself" by implementing the onLoad method:

class MyParallaxComponent extends ParallaxComponent with HasGameRef<MyGame> {
  @override
  Future<void> onLoad() async {
    parallax = await gameRef.loadParallax(['bg.png', 'trees.png']);
  }
}

class MyGame extends BaseGame {
  @override
  Future<void> onLoad() async {
    add(MyParallaxComponent());
  }
}

This creates a static background, if you want a moving parallax (which is the whole point of a parallax), you can do it in a few different ways depending on how fine grained you want to set the settings for each layer. They simplest way is to set the named optional parameters baseVelocity and velocityMultiplierDelta in the load helper function.

For example if you want to move your background images along the X-axis with a faster speed the "closer" the image is:

final parallaxComponent = await loadParallaxComponent(
  _paths,
  baseVelocity: Vector2(20, 0),
  velocityMultiplierDelta: Vector2(1.8, 1.0),
);

You can set the baseSpeed and layerDelta at any time, for example if your character jumps or your game speeds up.

final parallax = parallaxComponent.parallax;
parallax.baseSpeed = Vector2(100, 0);
parallax.velocityMultiplierDelta = Vector2(2.0, 1.0);

By default the images are aligned to the bottom left, repeated along the X-axis and scaled proportionally so that the image covers the height of the screen. If you want to change this behavior, for example if you are not making a side scrolling game, you can set the repeat, alignment and fill parameters for each ParallaxImage and add them to ParallaxLayers that you then pass in to the ParallaxComponent's constructor.

Advanced example:

final images = [
  loadParallaxImage('stars.jpg', repeat: ImageRepeat.repeat, alignment: Alignment.center, fill: LayerFill.width),
  loadParallaxImage('planets.jpg', repeat: ImageRepeat.repeatY, alignment: Alignment.bottomLeft, fill: LayerFill.none),
  loadParallaxImage('dust.jpg', repeat: ImageRepeat.repeatX, alignment: Alignment.topRight, fill: LayerFill.height),
];
final layers = images.map((image) => ParallaxLayer(await image, velocityMultiplier: images.indexOf(image) * 2.0));
final parallaxComponent = ParallaxComponent.fromParallax(
  Parallax(
    await Future.wait(layers),
    size, // size is a property on the Game class
    baseVelocity: Vector2(50, 0),
  ),
);
  • The stars image in this example will be repeatedly drawn in both axis, align in the center and be scaled to fill the screen width.
  • The planets image will be repeated in Y-axis, aligned to the bottom left of the screen and not be scaled.
  • The dust image will be repeated in X-axis, aligned to the top right and scaled to fill the screen height.

Once you are done setting up your ParallaxComponent, add it to the game like with any other component (game.add(parallaxComponent). Also, don't forget to add you images to the pubspec.yaml file as assets or they wont be found.

The Parallax file contains an extension of the game which adds loadParallax, loadParallaxLayer and loadParallaxImage so that it automatically uses your game's image cache instead of the global one. The same goes for the ParallaxComponent file, but that provides loadParallaxComponent.

Three example implementations can be found in the examples directory.

SpriteBodyComponent

See SpriteBodyComponent in the Forge2D documentation.

TiledComponent

Currently we have a very basic implementation of a Tiled component. This API uses the lib tiled.dart to parse map files and render visible layers.

An example of how to use the API can be found here.

IsometricTileMapComponent

This component allows you to render an isometric map based on a cartesian matrix of blocks and an isometric tileset.

A simple example on how to use it:

// Creates a tileset, the block ids are automatically assigned sequentially starting at 0,
// from left to right and then top to bottom.
final tilesetImage = await images.load('tileset.png');
final tileset = IsometricTileset(tilesetImage, 32);
// Each element is a block id, -1 means nothing
final matrix = [[0, 1, 0], [1, 0, 0], [1, 1, 1]];
add(IsometricTileMapComponent(tileset, matrix));

It also provides methods for converting coordinates so you can handle clicks, hovers, render entities on top of tiles, add a selector, etc.

A more in-depth example can be found here.

An example of a isometric map with selector

NineTileBoxComponent

A Nine Tile Box is a rectangle drawn using a grid sprite.

The grid sprite is a 3x3 grid and with 9 blocks, representing the 4 corners, the 4 sides and the middle.

The corners are drawn at the same size, the sides are stretched on the side direction and the middle is expanded both ways.

Using this, you can get a box/rectangle that expands well to any sizes. This is useful for making panels, dialogs, borders.

Check the example app nine_tile_box for details on how to use it.

Effects

Flame provides a set of effects that can be applied to a certain type of components, these effects can be used to animate some properties of your components, like position or dimensions. You can check the list of those effects here.

Examples of the running effects can be found here;