Components¶
This diagram might look intimidating, but don’t worry, it is not as complex as it looks.
Component¶
All components inherit from the abstract class Component
and all components can have other
Component
s as children. This is the base of what we call the Flame Component System, or FCS for
short.
Children can be added either with the add(Component c)
method or directly in the constructor.
Example:
void main() {
final component1 = Component(children: [Component(), Component()]);
final component2 = Component();
component2.add(Component());
component2.addAll([Component(), Component()]);
}
The Component()
here could of course be any subclass of Component
.
Every Component
has a few methods that you can optionally implement, which are used by the
FlameGame
class.
Component lifecycle¶
The onGameResize
method is called whenever the screen is resized, and once in the beginning when
the component is added to the game via the add
method.
The onRemove
method can be overridden to run code before the component is removed from the game,
it is only run once even if the component is removed both by using the parents remove method and
the Component
remove method.
The onLoad
method can be overridden to run asynchronous initialization code for the component,
like loading an image for example. This method is executed after onGameResize
, but before
onMount
. This method is guaranteed to execute only once during the lifetime of the component, so
you can think of it as an “asynchronous constructor”.
The onMount
method runs every time when the component is mounted into a game tree. This means that
you should not initialize late final
variables here, since this method might run several times
throughout the component’s lifetime. This method will only run if the parent is already mounted.
If the parent is not mounted yet, then this method will wait in a queue (this will have no effect
on the rest of the game engine).
A component lifecycle state can be checked by a series of getters:
isLoaded
: Returns a bool with the current loaded stateloaded
: Returns a future that will complete once the component has finished loadingisMounted
: Returns a bool with the current mounted statemounted
: Returns a future that will complete once the component has finished mounting
Priority¶
In Flame every Component
has the int priority
property, which determines
that component’s sorting order within its parent’s children, this is sometimes referred to
as z-index
in other languages and frameworks. The higher the priority
is set to, the
closer the component will appear on the screen, since it will be rendered on top of any components
with lower priority that were rendered before it.
If you add two components and set one of them to priority 1 for example, then that component will be rendered on top of the other component (if they overlap), because the default priority is 0.
All components take in priority
as a named argument, so if you know the priority that you want
your component at compile time, then you can pass it in to the constructor.
Example:
class MyGame extends FlameGame {
@override
Future<void> onLoad() {
final myComponent = PositionComponent(priority: 5);
add(myComponent);
}
}
To update the priority of a component you have to either just set it to a new value, like
component.priority = 2
, and it will be updated in the next tick.
Example:
class MyComponent extends PositionComponent with Tappable {
MyComponent() : super(priority: 1);
@override
void onTap() {
priority = 2;
}
}
In the example above we first initialize the component with priority 1, and then when the user taps the component we change the priority to 2.
Composability of components¶
Sometimes it is useful to wrap other components inside of your component. For example by grouping
visual components through a hierarchy. You can do this by adding child components to any component,
for example PositionComponent
.
When you have child components on a component every time the parent is updated and rendered, all the children are rendered and updated with the same conditions.
Example of usage, where visibility of two components are handled by a wrapper:
class GameOverPanel extends PositionComponent with HasGameRef<MyGame> {
bool visible = false;
final Image spriteImage;
GameOverPanel(this.spriteImage);
@override
Future<void> onLoad() async {
final gameOverText = GameOverText(spriteImage); // GameOverText is a Component
final gameOverButton = GameOverButton(spriteImage); // GameOverRestart is a SpriteComponent
add(gameOverText);
add(gameOverButton);
}
@override
void render(Canvas canvas) {
if (visible) {
} // If not visible none of the children will be rendered
}
}
There are two methods for adding children components to your component. First,
you have methods add()
, addAll()
, and addToParent()
, which can be used
at any time during the game. Traditionally, children will be created and added
from the component’s onLoad()
method, but it is also common to add new
children during the course of the game.
The second method is to use the children:
parameter in the component’s
constructor. This approach more closely resembles the standard Flutter API:
class MyGame extends FlameGame {
@override
Future<void> onLoad() async {
add(
PositionComponent(
position: Vector2(30, 0),
children: [
HighScoreDisplay(),
HitPointsDisplay(),
FpsComponent(),
],
),
);
}
}
The two approaches can be combined freely: the children specified within the constructor will be added first, and then any additional child components after.
Note that the children added via either methods are only guaranteed to be available eventually: after they are loaded and mounted. We can only assure that they will appear in the children list in the same order as they were scheduled for addition.
Ensuring a component has a given parent¶
When a component requires to be added to a specific parent type the
ParentIsA
mixin can be used to enforce a strongly typed parent.
Example:
class MyComponent extends Component with ParentIsA<MyParentComponent> {
@override
Future<void> onLoad() async {
// parent is of type MyParentComponent
print(parent.myValue);
}
}
If you try to add MyComponent
to a parent that is not MyParentComponent
,
an assertion error will be thrown.
Ensuring a component has a given ancestor¶
When a component requires to have a specific ancestor type somewhere in the
component tree, HasAncestor
mixin can be used to enforce that relationship.
The mixin exposes the ancestor
field that will be of the given type.
Example:
class MyComponent extends Component with HasAncestor<MyAncestorComponent> {
@override
Future<void> onLoad() async {
// ancestor is of type MyAncestorComponent.
print(ancestor.myValue);
}
}
If you try to add MyComponent
to a tree that does not contain MyAncestorComponent
,
an assertion error will be thrown.
Querying child components¶
The children that have been added to a component live in a QueryableOrderedSet
called
children
. To query for a specific type of components in the set, the query<T>()
function can be
used. By default strictMode
is false
in the children set, but if you set it to true, then the
queries will have to be registered with children.register
before a query can be used.
If you know in compile time that you later will run a query of a specific type it is recommended to
register the query, no matter if the strictMode
is set to true
or false
, since there are some
performance benefits to gain from it. The register
call is usually done in onLoad
.
Example:
@override
Future<void> onLoad() async {
children.register<PositionComponent>();
}
In the example above a query is registered for PositionComponent
s, and an example of how to query
the registered component type can be seen below.
@override
void update(double dt) {
final allPositionComponents = children.query<PositionComponent>();
}
Querying components at a specific point on the screen¶
The method componentsAtPoint()
allows you to check which components were rendered at some point
on the screen. The returned value is an iterable of components, but you can also obtain the
coordinates of the initial point in each component’s local coordinate space by providing a writable
List<Vector2>
as a second parameter.
The iterable retrieves the components in the front-to-back order, i.e. first the components in the front, followed by the components in the back.
This method can only return components that implement the method containsLocalPoint()
. The
PositionComponent
(which is the base class for many components in Flame) provides such an
implementation. However, if you’re defining a custom class that derives from Component
, you’d have
to implement the containsLocalPoint()
method yourself.
Here is an example of how componentsAtPoint()
can be used:
void onDragUpdate(DragUpdateInfo info) {
game.componentsAtPoint(info.widget).forEach((component) {
if (component is DropTarget) {
component.highlight();
}
});
}
PositionType¶
If you want to create a HUD (Head-up display) or another component that isn’t positioned in relation
to the game coordinates, you can change the PositionType
of the component.
The default PositionType
is positionType = PositionType.game
and that can be changed to
either PositionType.viewport
or PositionType.widget
depending on how you want to position
the component.
PositionType.game
(Default) - Respects camera and viewport.PositionType.viewport
- Respects viewport only (ignores camera).PositionType.widget
- Position in relation to the coordinate system of the Flutter game widget (i.e. the raw canvas).
Most of your components will probably be positioned according to PositionType.game
, since you
want them to respect the Camera
and the Viewport
. But quite often you want for example buttons
and text to always show on the screen, no matter if you move the camera, then you want to use
PositionType.viewport
. In some rare cases you want to use PositionType.widget
to position
your widgets, when you don’t want the component to respect the camera nor the viewport; this could
for example be for controls or joysticks that would be unergonomic to use if they had to stay within
the viewport.
Do note that this setting is only respected if the component is added directly to the root
FlameGame
and not as a child component of another component.
PositionComponent¶
This class represent a positioned object on the screen, being a floating rectangle or a rotating sprite. It can also represent a group of positioned components if children are added to it.
The base of the PositionComponent
is that it has a position
, size
, scale
, angle
and
anchor
which transforms how the component is rendered.
Position¶
The position
is just a Vector2
which represents the position of the component’s anchor in
relation to its parent; if the parent is a FlameGame
, it is in relation to the viewport.
Size¶
The size
of the component when the zoom level of the camera is 1.0 (no zoom, default).
The size
is not in relation to the parent of the component.
Scale¶
The scale
is how much the component and its children should be scaled. Since it is represented
by a Vector2
, you can scale in a uniform way by changing x
and y
with the same amount, or in a
non-uniform way, by change x
or y
by different amounts.
Angle¶
The angle
is the rotation angle around the anchor, represented as a double in radians. It is
relative to the parent’s angle.
Native Angle¶
The nativeAngle
is an angle in radians, measured clockwise, representing the default orientation
of the component. It can be used to define the direction in which the component is facing when
angle is zero.
It is specially helpful when making a sprite based component look at a specific target. If the
original image of the sprite is not facing in the up/north direction, the calculated angle to make
the component look at the target will need some offset to make it look correct. For such cases,
nativeAngle
can be used to let the component know what direction the original image is faces.
An example could be a bullet image pointing in east direction. In this case nativeAngle
can be set
to pi/2 radians. Following are some common directions and their corresponding native angle values.
Direction |
Native Angle |
In degrees |
---|---|---|
Up/North |
0 |
0 |
Down/South |
pi or -pi |
180 or -180 |
Left/West |
-pi/2 |
-90 |
Right/East |
pi/2 |
90 |
Anchor¶
The anchor
is where on the component that the position and rotation should be defined from (the
default is Anchor.topLeft
). So if you have the anchor set as Anchor.center
the component’s
position on the screen will be in the center of the component and if an angle
is applied, it is
rotated around the anchor, so in this case around the center of the component. You can think of it
as the point within the component by which Flame “grabs” it.
PositionComponent children¶
All children of the PositionComponent
will be transformed in relation to the parent, which means
that the position
, angle
and scale
will be relative to the parents state.
So if you, for example, wanted to position a child 50 logical pixels above the center of the parent
you would do this:
Future<void> onLoad() async {
final parent = PositionComponent(
position: Vector2(100, 100),
size: Vector2(100, 100),
anchor: Anchor.center,
);
final child = PositionComponent(position: Vector2(0, -50));
await parent.add(child);
}
Remember that most components that are rendered on the screen are PositionComponent
s, so
this pattern can be used in for example SpriteComponent and SpriteAnimationComponent too.
Render PositionComponent¶
When implementing the render
method for a component that extends PositionComponent
remember to
render from the top left corner (0.0). Your render method should not handle where on the screen your
component should be rendered. To handle where and how your component should be rendered use the
position
, angle
and anchor
properties and Flame will automatically handle the rest for you.
If you want to know where on the screen the bounding box of the component is you can use the
toRect
method.
In the event that you want to change the direction of your components rendering, you can also use
flipHorizontally()
and flipVertically()
to flip anything drawn to canvas during
render(Canvas canvas)
, around the anchor point. These methods are available on all
PositionComponent
objects, and are especially useful on SpriteComponent
and
SpriteAnimationComponent
.
In case you want to flip a component around its center without having to change the anchor to
Anchor.center
, you can use flipHorizontallyAroundCenter()
and flipVerticallyAroundCenter()
.
SpriteComponent¶
The most commonly used implementation of PositionComponent
is SpriteComponent
, and it can be
created with a Sprite
:
import 'package:flame/components/component.dart';
class MyGame extends FlameGame {
late final SpriteComponent player;
@override
Future<void> onLoad() async {
final sprite = await Sprite.load('player.png');
final size = Vector2.all(128.0);
final player = SpriteComponent(size: size, sprite: sprite);
// Vector2(0.0, 0.0) by default, can also be set in the constructor
player.position = ...
// 0 by default, can also be set in the constructor
player.angle = ...
// Adds the component
add(player);
}
}
SpriteAnimationComponent¶
This class is used to represent a Component that has sprites that run in a single cyclic animation.
This will create a simple three frame animation using 3 different images:
final sprites = [0, 1, 2]
.map((i) => Sprite.load('player_$i.png'));
final animation = SpriteAnimation.spriteList(
await Future.wait(sprites),
stepTime: 0.01,
);
this.player = SpriteAnimationComponent(
animation: animation,
size: Vector2.all(64.0),
);
If you have a sprite sheet, you can use the sequenced
constructor from the SpriteAnimationData
class (check more details on Images > Animation):
final size = Vector2.all(64.0);
final data = SpriteAnimationData.sequenced(
textureSize: size,
amount: 2,
stepTime: 0.1,
);
this.player = SpriteAnimationComponent.fromFrameData(
await images.load('player.png'),
data,
);
If you are not using FlameGame
, don’t forget this component needs to be updated, because the
animation object needs to be ticked to move the frames.
To listen when the animation is done (when it reaches the last frame and is not looping) you can
use animation.completed
.
Example:
await animation.completed;
doSomething();
// or alternatively
animation.completed.whenComplete(doSomething);
Additionally, this component also has the following optional event callbacks: onStart
, onFrame
,
and onComplete
. To listen to these events, you can do the following:
final animation =
SpriteAnimation.spriteList([sprite], stepTime: 1, loop: false)
..onStart = () {
// Do something on start.
};
final animation =
SpriteAnimation.spriteList([sprite], stepTime: 1, loop: false)
..onComplete = () {
// Do something on completion.
};
final animation =
SpriteAnimation.spriteList([sprite], stepTime: 1, loop: false)
..onFrame = (index) {
if (index == 1) {
// Do something for the second frame.
}
};
SpriteAnimationGroup¶
SpriteAnimationGroupComponent
is a simple wrapper around SpriteAnimationComponent
which enables
your component to hold several animations and change the current playing animation at runtime. Since
this component is just a wrapper, the event listeners can be implemented as described in
SpriteAnimationComponent.
Its use is very similar to the SpriteAnimationComponent
but instead of being initialized with a
single animation, this component receives a Map of a generic type T
as key and a
SpriteAnimation
as value, and the current animation.
Example:
enum RobotState {
idle,
running,
}
final running = await loadSpriteAnimation(/* omitted */);
final idle = await loadSpriteAnimation(/* omitted */);
final robot = SpriteAnimationGroupComponent<RobotState>(
animations: {
RobotState.running: running,
RobotState.idle: idle,
},
current: RobotState.idle,
);
// Changes current animation to "running"
robot.current = RobotState.running;
SpriteGroup¶
SpriteGroupComponent
is pretty similar to its animation counterpart, but especially for sprites.
Example:
class ButtonComponent extends SpriteGroupComponent<ButtonState>
with HasGameRef<SpriteGroupExample>, Tappable {
@override
Future<void>? onLoad() async {
final pressedSprite = await gameRef.loadSprite(/* omitted */);
final unpressedSprite = await gameRef.loadSprite(/* omitted /*);
sprites = {
ButtonState.pressed: pressedSprite,
ButtonState.unpressed: unpressedSprite,
};
current = ButtonState.unpressed;
}
// tap methods handler omitted...
}
SvgComponent¶
Note: To use SVG with Flame, use the flame_svg
package.
This component uses an instance of Svg
class to represent a Component that has a svg that is
rendered in the game:
final svg = await Svg.load('android.svg');
final android = SvgComponent.fromSvg(
svg,
position: Vector2.all(100),
size: Vector2.all(100),
);
FlareActorComponent¶
Note: The previous implementation of a Flare integration API using FlareAnimation
and
FlareComponent
has been deprecated.
To use Flare within Flame, use the flame_flare
package.
This is the interface for using a flare animation within
flame. FlareActorComponent
has almost the same API as of flare’s FlareActor
widget. It receives
the animation filename (that is loaded by default with Flame.bundle
), it can also receive a
FlareController that can play multiple animations and control nodes.
import 'package:flame_flare/flame_flare.dart';
class YourFlareController extends FlareControls {
late ActorNode rightHandNode;
void initialize(FlutterActorArtboard artboard) {
super.initialize(artboard);
// get flare node
rightHand = artboard.getNode('right_hand');
}
}
final fileName = 'assets/george_washington.flr';
final size = Vector2(1776, 1804);
final controller = YourFlareController();
FlareActorComponent flareAnimation = FlareActorComponent(
fileName,
controller: controller,
width: 306,
height: 228,
);
flareAnimation.x = 50;
flareAnimation.y = 240;
add(flareAnimation);
// to play an animation
controller.play('rise_up');
// you can add another animation to play at the same time
controller.play('close_door_way_out');
// also, you can get a flare node and modify it
controller.rightHandNode.rotation = math.pi;
You can also change the current playing animation by using the updateAnimation
method.
For a working example, check the example in the flame_flare repository.
ParallaxComponent¶
This Component
can be used to render backgrounds with a depth feeling by drawing several
transparent images on top of each other, where each image or animation (ParallaxRenderer
) is
moving with a different velocity.
The rationale is that when you look at the horizon and moving, closer objects seem to move faster than distant ones.
This component simulates this effect, making a more realistic background effect.
The simplest ParallaxComponent
is created like this:
@override
Future<void> onLoad() async {
final parallaxComponent = await loadParallaxComponent([
ParallaxImageData('bg.png'),
ParallaxImageData('trees.png'),
]);
add(parallaxComponent);
}
A ParallaxComponent can also “load itself” by implementing the onLoad
method:
class MyParallaxComponent extends ParallaxComponent<MyGame> {
@override
Future<void> onLoad() async {
parallax = await gameRef.loadParallax([
ParallaxImageData('bg.png'),
ParallaxImageData('trees.png'),
]);
}
}
class MyGame extends FlameGame {
@override
Future<void> onLoad() async {
add(MyParallaxComponent());
}
}
This creates a static background. If you want a moving parallax (which is the whole point of a parallax), you can do it in a few different ways depending on how fine-grained you want to set the settings for each layer.
They simplest way is to set the named optional parameters baseVelocity
and
velocityMultiplierDelta
in the load
helper function. For example if you want to move your
background images along the X-axis with a faster speed the “closer” the image is:
final parallaxComponent = await loadParallaxComponent(
_dataList,
baseVelocity: Vector2(20, 0),
velocityMultiplierDelta: Vector2(1.8, 1.0),
);
You can set the baseSpeed and layerDelta at any time, for example if your character jumps or your game speeds up.
final parallax = parallaxComponent.parallax;
parallax.baseSpeed = Vector2(100, 0);
parallax.velocityMultiplierDelta = Vector2(2.0, 1.0);
By default, the images are aligned to the bottom left, repeated along the X-axis and scaled
proportionally so that the image covers the height of the screen. If you want to change this
behavior, for example if you are not making a side-scrolling game, you can set the repeat
,
alignment
and fill
parameters for each ParallaxRenderer
and add them to ParallaxLayer
s that
you then pass in to the ParallaxComponent
’s constructor.
Advanced example:
final images = [
loadParallaxImage(
'stars.jpg',
repeat: ImageRepeat.repeat,
alignment: Alignment.center,
fill: LayerFill.width,
),
loadParallaxImage(
'planets.jpg',
repeat: ImageRepeat.repeatY,
alignment: Alignment.bottomLeft,
fill: LayerFill.none,
),
loadParallaxImage(
'dust.jpg',
repeat: ImageRepeat.repeatX,
alignment: Alignment.topRight,
fill: LayerFill.height,
),
];
final layers = images.map(
(image) => ParallaxLayer(
await image,
velocityMultiplier: images.indexOf(image) * 2.0,
)
);
final parallaxComponent = ParallaxComponent.fromParallax(
Parallax(
await Future.wait(layers),
baseVelocity: Vector2(50, 0),
),
);
The stars image in this example will be repeatedly drawn in both axis, align in the center and be scaled to fill the screen width.
The planets image will be repeated in Y-axis, aligned to the bottom left of the screen and not be scaled.
The dust image will be repeated in X-axis, aligned to the top right and scaled to fill the screen height.
Once you are done setting up your ParallaxComponent
, add it to the game like with any other
component (game.add(parallaxComponent
).
Also, don’t forget to add you images to the pubspec.yaml
file as assets or they wont be found.
The Parallax
file contains an extension of the game which adds loadParallax
, loadParallaxLayer
, loadParallaxImage
and loadParallaxAnimation
so that it automatically uses your game’s image
cache instead of the global one. The same goes for the ParallaxComponent
file, but that provides
loadParallaxComponent
.
If you want a fullscreen ParallaxComponent
simply omit the size
argument and it will take the
size of the game, it will also resize to fullscreen when the game changes size or orientation.
Flame provides two kinds of ParallaxRenderer
: ParallaxImage
and ParallaxAnimation
,
ParallaxImage
is a static image renderer and ParallaxAnimation
is, as it’s name implies, an
animation and frame based renderer.
It is also possible to create custom renderers by extending the ParallaxRenderer
class.
Three example implementations can be found in the examples directory.
ShapeComponents¶
A ShapeComponent
is the base class for representing a scalable geometrical shape. The shapes have
different ways of defining how they look, but they all have a size and angle that can be modified
and the shape definition will scale or rotate the shape accordingly.
These shapes are meant as a tool for using geometrical shapes in a more general way than together with the collision detection system, where you want to use the ShapeHitboxes.
PolygonComponent¶
A PolygonComponent
is created by giving it a list of points in the constructor, called vertices.
This list will be transformed into a polygon with a size, which can still be scaled and rotated.
For example, this would create a square going from (50, 50) to (100, 100), with it’s center in (75, 75):
void main() {
PolygonComponent([
Vector2(100, 100),
Vector2(100, 50),
Vector2(50, 50),
Vector2(50, 100),
]);
}
A PolygonComponent
can also be created with a list of relative vertices, which are points defined
in relation to the given size, most often the size of the intended parent.
For example you could create a diamond shapes polygon like this:
void main() {
PolygonComponent.relative(
[
Vector2(0.0, 1.0), // Middle of top wall
Vector2(1.0, 0.0), // Middle of right wall
Vector2(0.0, -1.0), // Middle of bottom wall
Vector2(-1.0, 0.0), // Middle of left wall
],
size: Vector2.all(100),
);
}
The vertices in the example defines percentages of the length from the center to the edge of the
screen in both x and y axis, so for our first item in our list (Vector2(0.0, 1.0)
) we are pointing
on the middle of the top wall of the bounding box, since the coordinate system here is defined from
the center of the polygon.
In the image you can see how the polygon shape formed by the purple arrows is defined by the red arrows.
Remember to define the lists in a counter clockwise manner (if you think in the screen coordinate system where the y-axis is flipped, otherwise it is clockwise).
RectangleComponent¶
A RectangleComponent
is created very similarly to how a PositionComponent
is created, since it
also has a bounding rectangle.
Something like this for example:
void main() {
RectangleComponent(
position: Vector2(10.0, 15.0),
size: Vector2.all(10),
angle: pi/2,
anchor: Anchor.center,
);
}
Dart also already has an excellent way to create rectangles and that class is called Rect
, you can
create a Flame RectangleComponent
from a Rect
by using the Rectangle.fromRect
factory, and
just like when setting the vertices of the PolygonComponent
, your rectangle will be sized
according to the Rect
if you use this constructor.
The following would create a RectangleComponent
with its top left corner in (10, 10)
and a size
of (100, 50)
.
void main() {
RectangleComponent.fromRect(
Rect.fromLTWH(10, 10, 100, 50),
);
}
You can also create a RectangleComponent
by defining a relation to the intended parent’s size,
you can use the default constructor to build your rectangle from a position, size and angle. The
relation
is a vector defined in relation to the parent size, for example a relation
that is
Vector2(0.5, 0.8)
would create a rectangle that is 50% of the width of the parent’s size and
80% of its height.
In the example below a RectangleComponent
of size (25.0, 30.0)
positioned at (100, 100)
would
be created.
void main() {
RectangleComponent.relative(
Vector2(0.5, 1.0),
position: Vector2.all(100),
size: Vector2(50, 30),
);
}
Since a square is a simplified version of a rectangle, there is also a constructor for creating a
square RectangleComponent
, the only difference is that the size
argument is a double
instead
of a Vector2
.
void main() {
RectangleComponent.square(
position: Vector2.all(100),
size: 200,
);
}
CircleComponent¶
If you know how long your circle’s position and/or how long the radius is going to be from the start
you can use the optional arguments radius
and position
to set those.
The following would create a CircleComponent
with its center in (100, 100)
with a radius of 5,
and therefore a size of Vector2(10, 10)
.
void main() {
CircleComponent(radius: 5, position: Vector2.all(100), anchor: Anchor.center);
}
When creating a CircleComponent
with the relative
constructor you can define how long the
radius is in comparison to the shortest edge of the of the bounding box defined by size
.
The following example would result in a CircleComponent
that defines a circle with a radius of 40
(a diameter of 80).
void main() {
CircleComponent.relative(0.8, size: Vector2.all(100));
}
TiledComponent¶
Tiled is a free and open source, full-featured level and map editor for your platformer or
RPG game. Currently we have an “in progress” implementation of a Tiled component. This API
uses the lib tiled.dart to parse map files and
render visible layers using the performant SpriteBatch
for each layer.
Supported map types include: Orthogonal, Isometric, Hexagonal, and Staggered.
Orthogonal |
Hexagonal |
Isomorphic |
---|---|---|
An example of how to use the API can be found here.
TileStack¶
Once a TiledComponent
is loaded, you can select any column of (x,y) tiles in a tileStack
to
then add animation. Removing the stack will not remove the tiles from the map.
Note: This currently only supports position based effects.
final stack = map.tileMap.tileStack(4, 0, named: {'floor_under'});
stack.add(
SequenceEffect(
[
MoveEffect.by(
Vector2(5, 0),
NoiseEffectController(duration: 1, frequency: 20),
),
MoveEffect.by(Vector2.zero(), LinearEffectController(2)),
],
repeatCount: 3,
)..onComplete = () => stack.removeFromParent(),
);
map.add(stack);
IsometricTileMapComponent¶
This component allows you to render an isometric map based on a cartesian matrix of blocks and an isometric tileset.
A simple example on how to use it:
// Creates a tileset, the block ids are automatically assigned sequentially
// starting at 0, from left to right and then top to bottom.
final tilesetImage = await images.load('tileset.png');
final tileset = IsometricTileset(tilesetImage, 32);
// Each element is a block id, -1 means nothing
final matrix = [[0, 1, 0], [1, 0, 0], [1, 1, 1]];
add(IsometricTileMapComponent(tileset, matrix));
It also provides methods for converting coordinates so you can handle clicks, hovers, render entities on top of tiles, add a selector, etc.
You can also specify the tileHeight
, which is the vertical distance between the bottom and top
planes of each cuboid in your tile. Basically, it’s the height of the front-most edge of your
cuboid; normally it’s half (default) or a quarter of the tile size. On the image below you can see
the height colored in the darker tone:
This is an example of how a quarter-length map looks like:
Flame’s Example app contains a more in-depth example, featuring how to parse coordinates to make a selector. The code can be found here, and a live version can be seen here.
NineTileBoxComponent¶
A Nine Tile Box is a rectangle drawn using a grid sprite.
The grid sprite is a 3x3 grid and with 9 blocks, representing the 4 corners, the 4 sides and the middle.
The corners are drawn at the same size, the sides are stretched on the side direction and the middle is expanded both ways.
Using this, you can get a box/rectangle that expands well to any sizes. This is useful for making panels, dialogs, borders.
Check the example app nine_tile_box for details on how to use it.
CustomPainterComponent¶
A CustomPainter
is a Flutter class used with the CustomPaint
widget to render custom
shapes inside a Flutter application.
Flame provides a component that can render a CustomPainter
called CustomPainterComponent
, it
receives a custom painter and renders it on the game canvas.
This can be used for sharing custom rendering logic between your Flame game, and your Flutter widgets.
Check the example app custom_painter_component for details on how to use it.
ClipComponent¶
A ClipComponent
is a component that will clip the canvas to its size and shape. This means that
if the component itself or any child of the ClipComponent
renders outside of the
ClipComponent
’s boundaries, the part that is not inside the area will not be shown.
A ClipComponent
receives a builder function that should return the Shape
that will define the
clipped area, based on its size.
To make it easier to use that component, there are three factories that offers common shapes:
ClipComponent.rectangle
: Clips the area in the form a rectangle based on its size.ClipComponent.circle
: Clips the area in the form of a circle based on its size.ClipComponent.polygon
: Clips the area in the form of a polygon based on the points received in the constructor.
Check the example app clip_component for details on how to use it.
Effects¶
Flame provides a set of effects that can be applied to a certain type of components, these effects can be used to animate some properties of your components, like position or dimensions. You can check the list of those effects here.
Examples of the running effects can be found here;