GameComponentExtensions extension

on

Methods

getComponentDirectionFromMe(GameComponent? comp) Direction

Available on GameComponent, provided by the GameComponentExtensions extension

seeComponent(GameComponent component, {required dynamic observed(GameComponent), VoidCallback? notObserved, double radiusVision = 32}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

This method we notify when detect the component when enter in radiusVision configuration Method that bo used in update method.
seeComponentType<T extends GameComponent>({required dynamic observed(List<T>), VoidCallback? notObserved, double radiusVision = 32}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

This method we notify when detect components by type when enter in radiusVision configuration Method that bo used in update method.
showDamage(double damage, {TextStyle? config, double initVelocityTop = -5, double gravity = 0.5, double maxDownSize = 20, DirectionTextDamage direction = DirectionTextDamage.RANDOM, bool onlyUp = false}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Add in the game a text with animation representing damage received
simpleAttackMeleeByAngle({required Future<SpriteAnimation> animationTop, required double damage, required double radAngleDirection, dynamic id, required double height, required double width, bool withPush = true}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute simple attack melee using animation
simpleAttackMeleeByDirection({Future<SpriteAnimation>? animationRight, Future<SpriteAnimation>? animationDown, Future<SpriteAnimation>? animationLeft, Future<SpriteAnimation>? animationUp, dynamic id, required double damage, required Direction direction, required double height, required double width, bool withPush = true, double? sizePush}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute simple attack melee using animation
simpleAttackRangeByAngle({required Future<SpriteAnimation> animationUp, required double width, required double height, required double radAngleDirection, Future<SpriteAnimation>? animationDestroy, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, VoidCallback? onDestroy, CollisionConfig? collision, LightingConfig? lightingConfig}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute the ranged attack using a component with animation
simpleAttackRangeByDirection({required Future<SpriteAnimation> animationRight, required Future<SpriteAnimation> animationLeft, required Future<SpriteAnimation> animationUp, required Future<SpriteAnimation> animationDown, required double width, required double height, required Direction direction, dynamic id, double speed = 150, double damage = 1, bool withCollision = true, bool enableDiagonal = true, VoidCallback? destroy, CollisionConfig? collision, LightingConfig? lightingConfig, Future<SpriteAnimation>? animationDestroy}) → void

Available on GameComponent, provided by the GameComponentExtensions extension

Execute the ranged attack using a component with animation