FlameGame

FlameGame is the most commonly used Game class in Flame.

The FlameGame class implements a Component based Game. It has a tree of components and calls the update and render methods of all components that have been added to the game.

We refer to this component-based system as the Flame Component System (FCS). Throughout the documentation, FCS is used to reference this system.

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 that 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.

Game Loop

The GameLoop module is a simple abstraction of 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 microseconds since the last update and allows you to move to the next state.

The GameLoop is used by all of Flame’s Game implementations.

Resizing

Every time the game needs to be resized, for example when the orientation is changed, FlameGame will call all of the Components 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

%%{init: { 'theme': 'dark' } }%% graph TD %% Node Color %% classDef yellow fill:#F6BE00,stroke:#F6BE00,stroke-width:4px,color:#000 ; classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; %% Nodes %% x(Runs every time) z(Runs Once):::yellow
%%{init: { 'theme': 'dark' } }%% graph LR %% Node Color %% classDef yellow fill:#F6BE00,stroke:#F6BE00,stroke-width:4px,color:#000 ; classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; %% Nodes %% A(onGameResize) B(onLoad):::yellow C(onMount) D(Update) E(Render) F(onRemove) %% Flow %% A-->B B-->C C-->D D-->E E-->D D-->F F-- if Added new parent .->A

When a game is first 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 is 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 that 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

%%{init: { 'theme': 'dark' } }%% graph TD %% Node Color %% classDef yellow fill:#F6BE00,stroke:#F6BE00,stroke-width:4px,color:#000 ; classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; %% Nodes %% z(Mixin):::yellow x(Normal Class)
%%{init: { 'theme': 'dark' } }%% graph BT %% Node Color %% classDef yellow fill:#F6BE00,stroke:#F6BE00,stroke-width:4px,color:#000 ; classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; %% Nodes %% A(OxygenGame) B(Loadable):::yellow C(Game):::yellow D(FlameGame) E(Component) F(Other Components) G(GameWidget) %% Flow %% A-- With .->B A-- With .->C G-- Wants .->C C-- On .->B E-- With .->B D-- Extends .->E F-- Extends .->E D-- With .->C

The Game class 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 class 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 is:

class MyGameSubClass extends Game {
  @override
  void render(Canvas canvas) {
    // ...
  }

  @override
  void update(double dt) {
    // ...
  }
}

void main() {
  final myGame = MyGameSubClass();
  runApp(
    GameWidget(
      game: myGame,
    )
  );
}

Pause/Resuming game execution

A Flame Game can be paused and resumed in two ways:

  • With the use of the pauseEngine and resumeEngine 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 mark 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 an 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 this feature can be found here.