BonfireGameInterface class abstract

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Rafaelbarbosatec on 19/11/21

Implementers

Constructors

BonfireGameInterface()

Properties

camera → BonfireCamera
no setter
collisionAreaColor → Color?
no setter
colorFilter → ColorFilterInterface?
no setter
context → BuildContext
no setter
enabledGestures → bool
no setter
enabledKeyboard → bool
no setter
globalForces → List<Force2D>
no setter
hashCode → int
The hash code for this object.
no setterinherited
hasLayout → bool
no setter
highestPriority → int
no setter
interface → GameInterface?
no setter
lighting → LightingInterface?
no setter
map → GameMap
no setter
overlays → OverlayManager
no setter
paused → bool
Returns is the engine if currently paused or running
no setter
player → Player?
no setter
playerControllers → List<PlayerController>?
no setter
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
sceneBuilderStatus ↔ SceneBuilderStatus
getter/setter pair
showCollisionArea → bool
no setter
size → Vector2
no setter
timeScale ↔ double
getter/setter pair
worldsize → Vector2
no setter

Methods

add(Component component) → FutureOr<void>
Used to add component in the game.
addAll(List<Component> components) → Future<void>
Used to add component list in the game.
addHud(Component component) → FutureOr<void>
Used to add hud component in the game.
addJoystickObserver(PlayerControllerListener target, {bool cleanObservers = false, bool moveCameraToTarget = false}) → void
Used to change Joystick listener. And move camera to new target.
attackables({bool onlyVisible = false}) → Iterable<Attackable>
Used to get all "Attackables" or oly visibles.
collisions({bool onlyVisible = false}) → Iterable<ShapeHitbox>
Used to get all "ShapeHitbox".
configCollisionDetection(Rect mapDimensions) → void
decorations({bool onlyVisible = false}) → Iterable<GameDecoration>
Used to get all "Decoration" or oly visibles.
enableGestures(bool enable) → void
enableKeyboard(bool enable) → void
enemies({bool onlyVisible = false}) → Iterable<Enemy>
Used to get all "Enemies" or oly visibles.
generateValues(Duration duration, {double begin = 0.0, double end = 1.0, Curve curve = Curves.linear, Curve? reverseCurve, bool autoStart = true, bool infinite = false, VoidCallback? onFinish, ValueChanged<double>? onChange}) → ValueGeneratorComponent
Used to generate numbers to create your animations or anythings
globalToViewportPosition(Vector2 position) → Vector2
This method convert viewport position to word position
isVisibleInCamera(PositionComponent c) → bool
Used to check if a component is visible in the camera.
livingEnemies({bool onlyVisible = false}) → Iterable<Enemy>
Used to get living "Enemies" or oly visibles.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
pauseEngine() → void
Used to pause the engine.
query<T extends GameComponent>({bool onlyVisible = false}) → Iterable<T>
Used to find component by type visible or not.
queryHud<T extends Component>() → Iterable<T>
Used to get hud components.
raycast(Ray2 ray, {double? maxDistance, List<ShapeHitbox>? ignoreHitboxes, RaycastResult<ShapeHitbox>? out}) → RaycastResult<ShapeHitbox>?
raycastAll(Vector2 origin, {required int numberOfRays, double startAngle = 0, double sweepAngle = tau, double? maxDistance, List<Ray2>? rays, List<ShapeHitbox>? ignoreHitboxes, List<RaycastResult<ShapeHitbox>>? out}) → List<RaycastResult<ShapeHitbox>>
raytrace(Ray2 ray, {int maxDepth = 10, List<ShapeHitbox>? ignoreHitboxes, List<RaycastResult<ShapeHitbox>>? out}) → Iterable<RaycastResult<ShapeHitbox>>
resumeEngine() → void
Used to resume the engine.
screenToWorld(Vector2 screenPosition) → Vector2
This method convert screen position to word position
startScene(List<SceneAction> actions, {void onComplete()?}) → void
stopScene() → void
toString() → String
A string representation of this object.
inherited
viewportPositionToGlobal(Vector2 position) → Vector2
This method convert viewport position to screen position
visibles<T extends GameComponent>() → Iterable<T>
Used to get visible "Components".
worldToScreen(Vector2 worldPosition) → Vector2
This method convert word position to screen position

Operators

operator ==(Object other) → bool
The equality operator.
inherited