github flame-engine/flame v1.8.0

latest releases: flame_tiled-v1.20.1, flame_texturepacker-v4.0.0, flame_forge2d-v0.18.0...
11 months ago

1.8.0

Note: This release has breaking changes.

  • FIX: Update sdk constraints to >=3.0.0 (#2554). (2f71e06e)
  • FIX: Reduce the Vector2 creations in Anchor (#2550). (5a9434b0)
  • FIX: Fix disappearing text on TextBoxComponent for larger pixelRatios (#2540). (6e1d5466)
  • FIX: Avoid the creation of Vector2 objects in Parallax update (#2536). (3849f07d)
  • FIX: Solve warnings from 3.10.0 analyzer (#2532). (b41622db)
  • FIX: Move errorBuilder and loadingBuilder to constructors (#2526). (55ec0bc3)
  • FEAT: Add onComplete callback to AnimationWidget (#2515). (0b68be8a)
  • FEAT: Add stepEngine to Game (#2516). (1ed2c5a2)
  • FEAT: Customise grid of NineTileBox (#2495). (a25b0a03)
  • FEAT: Accept CollisionType in hitbox constructor (#2509). (89926227)
  • DOCS: Update content types of sphinx code snippets (#2519). (306ad320)
  • BREAKING REFACTOR: Move CameraComponent and events out of experimental (#2505). (87b8a067)
  • BREAKING FEAT: Add SpriteAnimationTicker (#2457). (a50c80cf)

Migration instructions

In the future (maybe as early as v1.9.0) this camera will be removed,
please use the CameraComponent instead.

This is the simplest way of using the CameraComponent:

  1. Add variables for a CameraComponent and a World to your game class

    final world = World();
    late final CameraComponent cameraComponent;
  2. In your onLoad method, initialize the cameraComponent and add the world
    to it.

    @override
    void onLoad() {
      cameraComponent = CameraComponent(world: world);
      addAll([cameraComponent, world]);
    }
  3. Instead of adding the root components directly to your game with add,
    add them to the world.

    world.add(yourComponent);
  4. (Optional) If you want to add a HUD component, instead of using
    PositionType, add the component as a child of the viewport.

    cameraComponent.viewport.add(yourHudComponent);

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