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86 lines
3.6 KiB
Dart
86 lines
3.6 KiB
Dart
import 'dart:ui';
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import 'package:flutter/painting.dart';
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import 'package:meta/meta.dart';
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import '../effects/effects.dart';
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import '../extensions/vector2.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 overwrite them.
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abstract class Component {
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/// The effects that should run on the component
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final List<ComponentEffect> _effects = [];
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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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@mustCallSuper
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void update(double dt) {
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_effects.forEach((e) => e.update(dt));
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_effects.removeWhere((e) => e.hasFinished());
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}
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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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///
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/// Use [Resizable] to save the gameSize in a component.
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void onGameResize(Vector2 gameSize) {}
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/// Whether this component has been loaded yet. If not loaded, [BaseGame] will not try to render it.
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///
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/// Sprite based components can use this to let [BaseGame] know not to try to render when the [Sprite] has not been loaded yet.
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/// Note that for a more consistent experience, you can pre-load all your assets beforehand with Flame.images.loadAll.
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bool loaded() => true;
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/// Whether this should be destroyed or not.
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///
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/// It will be called once per component per loop, and if it returns true, [BaseGame] will mark your component for deletion and remove it before the next loop.
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bool destroy() => false;
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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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/// 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 this number.
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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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int priority() => 0;
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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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void onMount() {}
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/// Called right before the component is destroyed and removed from the game
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void onDestroy() {}
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/// Add an effect to the component
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void addEffect(ComponentEffect effect) {
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_effects.add(effect..initialize(this));
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}
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/// Mark an effect for removal on the component
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void removeEffect(ComponentEffect effect) {
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effect.dispose();
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}
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/// Remove all effects
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void clearEffects() {
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_effects.forEach(removeEffect);
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}
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}
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