Files
flame/lib/components/base_component.dart
2020-12-09 10:10:11 +00:00

93 lines
3.3 KiB
Dart

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<Component> 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<ComponentEffect> 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<T extends Component>(
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;
}
}