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
rectConsideringCollision Rect

Available on GameComponent, provided by the GameComponentExtensions extension

Gets rect used how base in calculations considering collision
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

getComponentDirectionFromMe(GameComponent? comp) Direction

Available on GameComponent, provided by the GameComponentExtensions extension

overlaps(Rect other) bool

Available on GameComponent, provided by the GameComponentExtensions extension

seeComponent(GameComponent component, {required dynamic observed(GameComponent), VoidCallback? notObserved, double radiusVision = 32}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

This method we notify when detect the component when enter in radiusVision configuration Method that bo used in update method.
seeComponentType<T extends GameComponent>({required dynamic observed(List<T>), VoidCallback? notObserved, double radiusVision = 32}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

This method we notify when detect components by type when enter in radiusVision configuration Method that bo used in update method.
showDamage(double damage, {TextStyle? config, double initVelocityTop = -5, 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 Future<SpriteAnimation> animationTop, required double damage, required double radAngleDirection, required AttackFromEnum attacker, dynamic id, required Vector2 size, bool withPush = true}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute simple attack melee using animation
simpleAttackMeleeByDirection({Future<SpriteAnimation>? animationRight, Future<SpriteAnimation>? animationDown, Future<SpriteAnimation>? animationLeft, Future<SpriteAnimation>? animationUp, dynamic id, required double damage, required Direction direction, required Vector2 size, required AttackFromEnum attackFrom, bool withPush = true, double? sizePush}) → 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 AttackFromEnum attackFrom, Vector2? destroySize, Future<SpriteAnimation>? animationDestroy, dynamic id, double speed = 150, bool withDecorationCollision = true, VoidCallback? onDestroy, CollisionConfig? collision, LightingConfig? lightingConfig, double marginFromOrigin = 16}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

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

Available on GameComponent, provided by the GameComponentExtensions extension

Execute the ranged attack using a component with animation