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* Remove Resizable mixin * Update examples and changelog * Fixed formatting * Remove unused import
89 lines
3.5 KiB
Dart
89 lines
3.5 KiB
Dart
import 'dart:ui';
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import 'package:flutter/cupertino.dart';
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import 'package:flutter/painting.dart';
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import '../extensions/vector2.dart';
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import '../game.dart';
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/// This represents a Component for your game.
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///
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/// Components can be bullets flying on the screen, a spaceship or your player's fighter.
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/// Anything that either renders or updates can be added to the list on [BaseGame]. It will deal with calling those methods for you.
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/// Components also have other methods that can help you out if you want to override them.
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abstract class Component {
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/// Whether this component is HUD object or not.
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///
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/// HUD objects ignore the [BaseGame.camera] when rendered (so their position coordinates are considered relative to the device screen).
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bool isHud = false;
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bool _isMounted = false;
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/// Whether this component is currently mounted on a game or not
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bool get isMounted => _isMounted;
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/// Render priority of this component. This allows you to control the order in which your components are rendered.
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///
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/// Components are always updated and rendered in the order defined by what this number is when the component is added to the game.
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/// The smaller the priority, the sooner your component will be updated/rendered.
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/// It can be any integer (negative, zero, or positive).
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/// If two components share the same priority, they will probably be drawn in the order they were added.
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final int priority;
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/// Whether this component should be removed or not.
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///
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/// It will be checked once per component per tick, and if it is true, [BaseGame] will remove it.
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bool shouldRemove = false;
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Component({this.priority = 0});
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/// This method is called periodically by the game engine to request that your component updates itself.
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///
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/// The time [t] in seconds (with microseconds precision provided by Flutter) since the last update cycle.
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/// This time can vary according to hardware capacity, so make sure to update your state considering this.
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/// 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.
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void update(double dt) {}
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/// Renders this component on the provided Canvas [c].
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void render(Canvas c) {}
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/// It receives the new game size.
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/// Executed right after the component is attached to a game and right before [onMount] is called
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void onGameResize(Vector2 gameSize) {}
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/// Remove the component from the game it is added to in the next tick
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void remove() => shouldRemove = true;
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/// Called when the component has been added and prepared by the game instance.
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///
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/// This can be used to make initializations on your component as, when this method is called,
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/// things like [onGameResize] are already set and usable.
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@mustCallSuper
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void onMount() {
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_isMounted = true;
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}
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/// Called right before the component is removed from the game
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@mustCallSuper
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void onRemove() {
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_isMounted = false;
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}
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/// Called before the component is added to the [BaseGame] by the [add] method.
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/// Whenever this returns something, [BaseGame] will wait for the [Future] to be resolved before adding the component on the list.
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/// If `null` is returned, the component is added right away.
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///
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/// Has a default implementation which just returns null.
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///
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/// This can be overriden this to add custom logic to the component loading
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///
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/// Example:
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/// ```dart
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/// @override
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/// Future<void> onLoad() async {
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/// myImage = await gameRef.load('my_image.png');
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/// }
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/// ```
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Future<void> onLoad() => null;
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}
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