The Game Loop module is a simple abstraction over the game loop concept. Basically most games are built upon two methods:
- The render method takes the canvas ready for drawing the current state of the game.
- The update method receives the delta time in seconds since last update and allows you to move to the next state.
The class Game
can be subclassed and will provide both these methods for you to implement. In return it will provide you with a widget
property that returns the game widget, that can be rendered in your app.
You can either render it directly in your runApp
, or you can have a bigger structure, with routing, other screens and menus for your game.
To start, just add your game widget directly to your runApp, like this:
main() {
Game game = MyGameImpl();
runApp(game.widget);
}
Instead of implementing the low level Game
class, you should probably use the more full-featured BaseGame
class, or the Box2DGame
class if you want to use a physics engine.
The BaseGame
implements a Component
based Game
for you; basically it has a list of Component
s and passes the update
and render
calls appropriately. You can still extend those methods to add custom behavior, and you will get a few other features for free, like the passing of resize
methods (every time the screen is resized the information will be passed to the resize methods of all your components) and also a basic camera feature. The BaseGame.camera
controls which point in coordinate space should be the top-left of the screen (defaults to [0,0] like a regular Canvas
).
A very simple BaseGame
implementation example can be seen below:
class MyCrate extends SpriteComponent {
// creates a component that renders the crate.png sprite, with size 16 x 16
MyCrate() : super.fromSprite(16.0, 16.0, new Sprite('crate.png'));
@override
void resize(Size size) {
// we don't need to set the x and y in the constructor, we can set then here
this.x = (size.width - this.width)/ 2;
this.y = (size.height - this.height) / 2;
}
}
class MyGame extends BaseGame {
MyGame() {
add(new MyCrate()); // this will call resize the first time as well
}
}
To remove components from the list on a BaseGame
the markToRemove
method can be used.
Since a Flame game is a widget itself, it is quite easy to use Flutter widgets and Flame game together. But to make it even easier, Flame provides a mixin
called HasWidgetsOverlay
which will enable any Flutter widget to be show on top of your game instance, this makes it very easy to create things like a pause menu, or an inventory screen for example.
To use it, simple add the HasWidgetsOverlay
mixin
on your game class, by doing so, you will have two new methods available addWidgetOverlay
and removeWidgetOverlay
, like the name suggests, they can be used to add or remove widgets overlay above your game. They can be used as shown below:
addWidgetOverlay(
"PauseMenu", // Your overlay identifier
Center(child:
Container(
width: 100,
height: 100,
color: const Color(0xFFFF0000),
child: const Center(child: const Text("Paused")),
),
) // Your widget, this can be any Flutter widget
);
removeWidgetOverlay("PauseMenu"); // Use the overlay identifier to remove the overlay
Under the hood, Flame uses a Stack widget to display the overlay, so it is important to note that the order which the overlays are added matters, where the last added overlay, will be in the front of those added before.
Here you can see a working example of this feature.
Flame's BaseGame
class provides a method called debugMode
, which by default returns false. It can however, be overridden to enable debug features over the components of the game. Be aware that the state returned by this method is passed through its component when they added to the game, so if you change the debugMode
in runtime, it may not affect already added components.
To see more about debugMode on Flame, please refer to the Debug Docs