FlameGame¶
FlameGame
is the most most commonly used Game
class in Flame.
The FlameGame
class implements a Component
based Game
. Basically it has a tree of Component
s
and calls the update
and render
methods of all Component
s that have been added to the game.
We refer to this component based system as the Flame Component System, FCS for short.
Components can be added to the FlameGame
directly in the constructor with the named children
argument, or from anywhere else with the add
/addAll
methods.
A simple FlameGame
implementation which adds two components, one in onLoad
and one directly in
the constructor can look like this:
/// A component that renders the crate sprite, with a 16 x 16 size.
class MyCrate extends SpriteComponent {
MyCrate() : super(size: Vector2.all(16));
@override
Future<void> onLoad() async {
sprite = await Sprite.load('crate.png');
}
}
class MyGame extends FlameGame {
@override
Future<void> onLoad() async {
await add(MyCrate());
}
}
main() {
final myGame = MyGame(children: [MyCrate]);
runApp(
GameWidget(
game: myGame,
),
);
}
Note: If you instantiate your game in a build method your game will be rebuilt every time the Flutter tree gets rebuilt, which usually is more often than you’d like. To avoid this, you can instead create an instance of your game first and reference it within your widget structure, like it is done in the example above.
To remove components from the list on a FlameGame
the remove
or removeAll
methods can be used.
The first can be used if you just want to remove one component, and the second can be used when you
want to remove a list of components.
Resizing¶
Every time the game needs to be resized, for example when the orientation is changed,
FlameGame
will call all of the Component
s onGameResize
methods and it will also pass this
information to the camera and viewport.
The FlameGame.camera
controls which point in the coordinate space should be the top-left of the
screen (it defaults to [0,0] like a regular Canvas
).
Lifecycle¶
When a game first is added to a Flutter widget tree the following lifecycle methods will be called
in order: onGameResize
, onLoad
and onMount
. After that it goes on to call update
and
render
back and forth every tick, until the widget is removed from the tree.
Once the GameWidget
is removed from the tree, onRemove
is called, just like when a normal
component is removed from the component tree.
Debug mode¶
Flame’s FlameGame
class provides a variable called debugMode
, which by default is false
. It can
however, be set to true
to enable debug features for the components of the game. Be aware that
the value of this variable is passed through to its components when they are added to the game, so
if you change the debugMode
at runtime, it will not affect already added components by default.
To read more about the debugMode
on Flame, please refer to the Debug Docs
Change background color¶
To change the background color of your FlameGame
you have to override backgroundColor()
.
In the following example the background color is set to be fully transparent, so that you can see
the widgets that are behind the GameWidget
. The default it opaque black.
class MyGame extends FlameGame {
@override
Color backgroundColor() => const Color(0x00000000);
}
Note that the background color can’t change dynamically while the game is running, but you could just draw a background that covers the whole canvas if you would want it to change dynamically.
SingleGameInstance mixin¶
An optional mixin SingleGameInstance
can be applied to your game if you are making a single-game
application. This is a common scenario when building games: there is a single full-screen
GameWidget
which hosts a single Game
instance.
Adding this mixin provides performance advantages in certain scenarios. In particular, a component’s
onLoad
method is guaranteed to start when that component is added to its parent, even if the
parent is not yet mounted itself. Consequently, await
-ing on parent.add(component)
is guaranteed
to always finish loading the component.
Using this mixin is simple:
class MyGame extends FlameGame with SingleGameInstance {
// ...
}
Low-level Game API¶
The Game
mixin is a low-level API that can be used when you want to implement the functionality of
how the game engine should be structured. Game
does not implement any update
or
render
function for example.
The Loadable
mixin has the lifecycle methods onLoad
, onMount
and onRemove
in it, which are
called from the GameWidget
(or another parent) when the game is loaded + mounted, or removed.
onLoad
is only called the first time the class is added to a parent, but onMount
(which is
called after onLoad
) is called every time it is added to a new parent. onRemove
is called when
the class is removed from a parent.
Note: The Game
mixin allows for more freedom of how to implement things, but you are also
missing out on all of the built-in features in Flame if you use it.
An example of how a Game
implementation could look like:
class MyGameSubClass with Game {
@override
void render(Canvas canvas) {
// ...
}
@override
void update(double dt) {
// ...
}
}
main() {
final myGame = MyGameSubClass();
runApp(
GameWidget(
game: myGame,
)
);
}
Game Loop¶
The GameLoop
module is a simple abstraction over the game loop concept. Basically most games are
built upon two methods:
The render method takes the canvas for drawing the current state of the game.
The update method receives the delta time in seconds since the last update and allows you to move to the next state.
The GameLoop
is used by all of Flame’s Game
implementations.
Pause/Resuming game execution¶
A Flame Game
can be paused and resumed in two ways:
With the use of the
pauseEngine
andresumeEngine
methods.By changing the
paused
attribute.
When pausing a Flame Game
, the GameLoop
is effectively paused, meaning that no updates or new
renders will happen until it is resumed.
Flutter Widgets and Game instances¶
Since a Flame game can be wrapped in a widget, it is quite easy to use it alongside other Flutter widgets. But still, there is the Widgets Overlay API that makes things even easier.
Game.overlays
enables any Flutter widget to be shown on top of a game instance, this makes it very
easy to create things like a pause menu or an inventory screen for example.
This management is done via the game.overlays.add
and game.overlays.remove
methods that marks an
overlay to be shown or hidden, respectively, via a String
argument that identifies the overlay.
After that it can be specified which widgets represent each overlay in the GameWidget
declaration
by setting a overlayBuilderMap
.
void main() {
// Inside the game methods:
final pauseOverlayIdentifier = 'PauseMenu';
// Marks 'PauseMenu' to be rendered.
overlays.add(pauseOverlayIdentifier);
// Marks 'PauseMenu' to not be rendered.
overlays.remove(pauseOverlayIdentifier);
}
// On the widget declaration
final game = MyGame();
Widget build(BuildContext context) {
return GameWidget(
game: game,
overlayBuilderMap: {
'PauseMenu': (BuildContext context, MyGame game) {
return Text('A pause menu');
},
},
);
}
The order of rendering for an overlay is determined by the order of the keys in the
overlayBuilderMap
.
An example of feature can be found here.