BonfireGameInterface class abstract
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Rafaelbarbosatec on 19/11/21
- Implementers
Constructors
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> ?
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  raycastAll(Vector2 origin, {required int numberOfRays, double startAngle = 0, double sweepAngle = tau, double? maxDistance, List< Ray2> ? rays, List<ShapeHitbox> ? ignoreHitboxes, List<RaycastResult< ? out}) → List<ShapeHitbox> >RaycastResult< ShapeHitbox> >
- 
  raytrace(Ray2 ray, {int maxDepth = 10, List< ShapeHitbox> ? ignoreHitboxes, List<RaycastResult< ? out}) → Iterable<ShapeHitbox> >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