FlameGame

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. Most of the time however, you want to add your children to a World, the default world exist under FlameGame.world and you add components to it just like you would to any other component.

A simple FlameGame implementation that adds two components, one in onLoad and one directly in the constructor can look like this:

import 'package:flame/components.dart';
import 'package:flame/game.dart';
import 'package:flutter/widgets.dart';

/// 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 MyWorld extends World {
  @override
  Future<void> onLoad() async {
    await add(MyCrate());
  }
}

void main() {
  final myGame = FlameGame(world: MyWorld());
  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 either create an instance of your game first and reference it within your widget structure or use the GameWidget.controlled constructor.

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. These methods exist on all Components, including the world.

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 that should be at the anchor of your viewfinder, [0,0] is in the center (Anchor.center) of the viewport by default.

Lifecycle

The FlameGame lifecycle callbacks, onLoad, render, etc. are called in the following sequence:

%%{init: { 'theme': 'dark' } }%% graph TD %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; classDef lightYellow fill:#523F00,stroke-width:2px; classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% x(Runs Each Tick) y(Runs On Add & Resize):::lightYellow z(Runs Once):::yellow
%%{init: { 'theme': 'dark' } }%% graph LR %% Node Color %% classDef default fill:#282828,stroke:#F6BE00,stroke-width:2px; classDef lightYellow fill:#523F00,stroke-width:2px; classDef yellow fill:#F6BE00,color:#000000; %% Nodes %% A(onGameResize):::lightYellow B(onLoad):::yellow C(onMount):::yellow D(update) E(render) F(onRemove):::yellow %% Flow %% A-->B B-->C C-->D D-->E E-->D E-. If removed .->F F-. If re-parented .->A

When a FlameGame is first added to a GameWidget the lifecycle methods onGameResize, onLoad and onMount will be called in that order. Then update and render are called in sequence for every game tick. If the FlameGame is removed from the GameWidget then onRemove is called. If the FlameGame is added to a new GameWidget the sequence repeats from onGameResize.

Note

The order of onGameResizeand onLoad are reversed from that of other Components. This is to allow game element sizes to be calculated before resources are loaded or generated.

The onRemove callback can be used to clean up children and cached data:

  @override
  void onRemove() {
    // Optional based on your game needs.
    removeAll(children);
    processLifecycleEvents();
    Flame.images.clearCache();
    Flame.assets.clearCache();
    // Any other code that you want to run when the game is removed.
  }

Note

Clean-up of children and resources in a FlameGame is not done automatically and must be explicitly added to the onRemove call.

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

The abstract 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 class also 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/Stepping 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 Game, the GameLoop is effectively paused, meaning that no updates or new renders will happen until it is resumed.

While the game is paused, it is possible to advanced it frame by frame using the stepEngine method. It might not be much useful in the final game, but can be very helpful in inspecting game state step by step during the development cycle.

Backgrounding

The game will be automatically paused when the app is sent to the background, and resumed when it comes back to the foreground. This behavior can be disabled by setting pauseWhenBackgrounded to false.

class MyGame extends FlameGame {
  MyGame() {
    pauseWhenBackgrounded = false;
  }
}

On the current Flutter stable (3.13), this flag is effectively ignored on non-mobile platforms including the web.

HasPerformanceTracker mixin

While optimizing a game, it can be useful to track the time it took for the game to update and render each frame. This data can help in detecting areas of the code that are running hot. It can also help in detecting visual areas of the game that are taking the most time to render.

To get the update and render times, just add the HasPerformanceTracker mixin to the game class.

class MyGame extends FlameGame with HasPerformanceTracker {
  // access `updateTime` and `renderTime` getters.
}