* Simplified loading of ParallaxComponent * Loading helpers for the different Parallax parts And refactor how the delta velocity works * Fix formatting * Break out Parallax out of ParallaxComponent * Fix docs * Add extension for loading different parallax things on game * Fix formatting * Add loadParallaxComponent extension * Fix formatting
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Components
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, that are used by the BaseGame class. If you are not using the base game, 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 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.
The isHUD variable can be overridden or set to true (default 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 behaviour 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 on the BaseGame 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 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 make your component wrap other components. 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;
GameOverText gameOverText;
GameOverButton gameOverButton;
GameOverPanel(Image spriteImage) : super() {
gameOverText = GameOverText(spriteImage); // GameOverText is a Component
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 your 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 surpress the warning, but for most usecases 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 reverse 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';
Sprite sprite = Sprite('player.png');
final size = Vector2.all(128.0);
var player = SpriteComponent.fromSprite(size, sprite);
// screen coordinates
player.position = ... // Vector2(0.0, 0.0) by default
player.angle = ... // 0 by default
player.render(canvas); // it will render only if the image is loaded and the position and size parameters are not null
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
List<Sprite> sprites = [0, 1, 2].map((i) => Sprite('player_${i}.png')).toList();
final size = Vector2.all(64.0);
this.player = SpriteAnimationComponent(size, new Animation.spriteList(sprites, stepTime: 0.01));
If you have a sprite sheet, you can use the sequenced constructor, identical to the one provided by the Animation class (check more details in the appropriate section):
final size = Vector2.all(64.0);
this.player = SpriteAnimationComponent.sequenced(size, 'player.png', 2);
If you are not using BaseGame, don't forget this component needs to be update'd even if static, because the animation object needs to be ticked to move the frames.
SvgComponent
This component uses an instance of Svg class to represent a Component that has a svg that is rendered on the game:
Svg svg = Svg('android.svg');
SvgComponent android = SvgComponent.fromSvg(100, 100, svg);
android.x = 100;
android.y = 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 to use a flare animation within flame.
FlareActorComponent has almost the same API as of flare's FlareActor widget. It receives the animation filename (that are loaded by default with Flame.bundle),
it also can receive a FlareController that can play multiple animations and control nodes.
import 'package:flame_flare/flame_flare.dart';
// your implementation of FlareController
class WashingtonController extends FlareControls {
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 = WashingtonController(); //instantiate controller
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, get a flare node and modify it
controller.rightHandNode.rotation = math.pi;
You can also change the current playing animation using the updateAnimation method.
For a working example, check this source file.
ParallaxComponent
This Component can be used to render pretty backgrounds 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 with a feeling of depth.
The simplest ParallaxComponent is created like this:
@override
Future<void> onLoad() async {
final parallaxComponent = await loadParallaxComponent([bg.png, trees.png]);
add(parallax);
}
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 set 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 loadParalladComponent(
_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 = parallaxComponen.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
behaviour, 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, velocityMulitplier: images.indexOf(image) * 2.0));
final parallaxComponent = ParallaxComponent(
Parallax(
await Future.wait(layers),
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 for the ParallaxComponent file, but that provides loadParallaxComponent.
Two examples implementation can be found in the examples directory.
SpriteBodyComponent
See SpriteBodyComponent in the box2d documentation.
TiledComponent
Currently we have a very basic implementation of a Tiled component. This API uses the lib Tiled 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.
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 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;

