GameComponentExtensions extension

on

Properties

bottom → double

Available on GameComponent, provided by the GameComponentExtensions extension

no setter
left → double

Available on GameComponent, provided by the GameComponentExtensions extension

no setter

Available on GameComponent, provided by the GameComponentExtensions extension

no setter
top → double

Available on GameComponent, provided by the GameComponentExtensions extension

no setter

Methods

addParticle(Particle particle, {Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority, ComponentKey? key}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Used to add particles in your component.
directionThePlayerIsIn() → Direction?

Available on GameComponent, provided by the GameComponentExtensions extension

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

Available on GameComponent, provided by the GameComponentExtensions extension

Used to generate numbers to create your animations or anythings
getAngleToTarget(GameComponent target) → double

Available on GameComponent, provided by the GameComponentExtensions extension

Get angle between this comp to target
getDirectionToTarget(GameComponent target, {bool withDiagonal = true}) → Direction

Available on GameComponent, provided by the GameComponentExtensions extension

globalToViewportPosition(Offset position) → Offset

Available on GameComponent, provided by the GameComponentExtensions extension

isCloseTo(GameComponent target, {double distance = 5}) → bool

Available on GameComponent, provided by the GameComponentExtensions extension

loadCameraParallaxComponent(Iterable<ParallaxData> dataList, {Vector2? baseVelocity, Vector2? velocityMultiplierDelta, ImageRepeat repeat = ImageRepeat.repeatX, Alignment alignment = Alignment.bottomLeft, LayerFill fill = LayerFill.height, Images? images, Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority, FilterQuality? filterQuality, ComponentKey? key}) → Future<ParallaxComponent<FlameGame<World>>>

Available on GameComponent, provided by the GameComponentExtensions extension

loadParallaxComponent(Iterable<ParallaxData> dataList, {Vector2? baseVelocity, Vector2? velocityMultiplierDelta, ImageRepeat repeat = ImageRepeat.repeatX, Alignment alignment = Alignment.bottomLeft, LayerFill fill = LayerFill.height, Images? images, Vector2? position, Vector2? size, Vector2? scale, double? angle, Anchor? anchor, int? priority, FilterQuality? filterQuality, ComponentKey? key}) → Future<ParallaxComponent<FlameGame<World>>>

Available on GameComponent, provided by the GameComponentExtensions extension

overlaps(Rect other) → bool

Available on GameComponent, provided by the GameComponentExtensions extension

showDamage(double damage, {TextStyle? config, double initVelocityVertical = -5, double initVelocityHorizontal = 1, double gravity = 0.5, double maxDownSize = 20, DirectionTextDamage direction = DirectionTextDamage.RANDOM, bool onlyUp = false}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Add in the game a text with animation representing damage received
simpleAttackMeleeByAngle({required double damage, required double angle, required AttackOriginEnum attackFrom, required Vector2 size, dynamic id, Future<SpriteAnimation>? animation, bool withPush = true, double marginFromCenter = 0, Vector2? centerOffset, void onDamage(Attackable attackable)?}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute simple attack melee using animation
simpleAttackMeleeByDirection({required double damage, required Direction direction, required Vector2 size, required AttackOriginEnum attackFrom, Future<SpriteAnimation>? animationRight, dynamic id, bool withPush = true, double? sizePush, double? marginFromCenter, Vector2? centerOffset, void onDamage(Attackable attackable)?}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute simple attack melee using animation
simpleAttackRangeByAngle({required Future<SpriteAnimation> animation, required Vector2 size, required double angle, required double damage, required AttackOriginEnum attackFrom, Vector2? destroySize, Future<SpriteAnimation>? animationDestroy, dynamic id, double speed = 150, bool withDecorationCollision = true, VoidCallback? onDestroy, ShapeHitbox? collision, LightingConfig? lightingConfig, double marginFromOrigin = 16, Vector2? centerOffset}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute the ranged attack using a component with animation
simpleAttackRangeByDirection({required Future<SpriteAnimation> animationRight, required Vector2 size, required Direction direction, required AttackOriginEnum attackFrom, Vector2? destroySize, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, VoidCallback? onDestroy, ShapeHitbox? collision, LightingConfig? lightingConfig, Future<SpriteAnimation>? animationDestroy, double marginFromOrigin = 16, Vector2? centerOffset}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute the ranged attack using a component with animation
viewportPositionToGlobal(Offset position) → Offset

Available on GameComponent, provided by the GameComponentExtensions extension