flame | Component library for building Lightspeed products | Frontend Framework library
kandi X-RAY | flame Summary
kandi X-RAY | flame Summary
Component library for building Lightspeed products
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of flame
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Trending Discussions on flame
QUESTION
I am trying to install all needed modules for an existing Django project. When I run pip install -r requirements.txt
I get the following errors:
ANSWER
Answered 2021-Jan-26 at 13:05Inside your requirements.txt change scipy line with this scipy==1.6.0 and save. Now retry pip installation.
QUESTION
I have a local JSON file I am importing and decoding. I am them iterating through that data to create a list. I have a Button
and I want to toggle the value of the favorite
property when the button is tapped. I realize that would be mutating a JSON value which wouldnt work so I am trying to figure out how to accomplish this.
Towns.json
...ANSWER
Answered 2021-Jun-08 at 23:51You'll need a way to access the original element from the array. In SwiftUI 3 (just announced), this has become much easier, but until that's out, generally people use indices
or enumerated
to get an index of the original item (there's also a .indexed()
from Swift Collections, but it requires importing an SPM package to use it):
QUESTION
I have some questions. I'm working over app which uses Flame Engine in Expanded Widget as a part of bigger application. So Flame is used only as graphic representation of buttons and for interaction.
Now, theoretically:
- Is it possible to send variable value from flame to regular Text widget in my app? (I know I can read initial value which is 0, but then nothing happends even if console shows incrementing value) Should I write some kind of stream for Flame and future in main app, or is there any other option?
- How can I manage views in flame? I mean that currently I have two different backgrounds and different animations for each. On the bottom of the screen in main app in flutter i have buttons which i would like to use to change flame background and animations as needed (simple response from flame to my buttons)
As for code, my counter in app looks like this:
...ANSWER
Answered 2021-Jun-04 at 14:57Without using any state management library you can pass in a callback function for you widget to your extended Flame game class and update the state for the widget through that when Flame's
onTap
is called.Here it is the other way around, pass your game class to the navigation buttons and call a function that you make in your flame game that will react to your button presses.
There are multiple more ways of doing this depending on the structure of your app.
QUESTION
ANSWER
Answered 2021-May-28 at 13:43You render method renders the size as a zero-bound rectangle, size.toRect()
returns a Rect at the position 0,0.
Instead you can use the toRect
method from the PositionComponent
class:
QUESTION
I am creating some UI buttons for a menu in flame. The button itself is able to render just fine apart from changing sprites on the onTapDown event. After adding the class to the basegame component, the application is unable to find the ontapdown event. I only receive the error 'NoSuchMethod'.
EDIT: I'm using flame releasecandidate.11 and flame audio rc.1. The full error message is:
...ANSWER
Answered 2021-May-27 at 20:10You have defined position
in your StartButton
component, position
is already defined in PositionComponent
.
Simply remove the definition:
QUESTION
After installing flame and when i run my app in flutter (flutter run). I got a long error regarding null safety:
...ANSWER
Answered 2021-May-26 at 11:48You are using the old version (0.29.3) which doesn't support null-safety, you have to use one of the newer release candidates of 1.0.0.
QUESTION
I'm toying around with Flame game engine and am finding it difficult to flip the sprite. Most game engines/libraries allow you to do this by multiplying the x scale by -1. However, this does not work with the spritesheet/spriteanimation classes' size variable. What is considered the proper way to flip a sprite in flutter flame?
...ANSWER
Answered 2021-May-24 at 16:00On any component that extends PositionComponent
(which all of the ones you listed do) you can just set renderFlipX = true
or renderFlipY = true
on the component and it will render flipped.
If you want to do this on a pure sprite, which doesn't seem like what you want to do but I'll mention it here anyways, you have to override the render
method and flip the canvas before calling super
and then restore it afterwards.
QUESTION
I did some test and I saw when an object have a high velocity/speed the collision don't trigger.
On the Flame doc that note (https://flame-engine.org/docs/#/collision_detection?id=collision-detection):
Do note that the built-in collision detection system does not take collisions between two hitboxes that overshoot each other into account, this could happen when they either move too fast or update being called with a large delta time (for example if your app is not in the foreground). This behaviour is called tunneling, if you want to read more about it. I would love to see something talking about that and how we can avoid that!There is a good approach for that type of thing?
I realize something with some other test.
If angle are modified, it will trigger the collision. (I don't know why it won't whiteout that)
The update function (that modify the Y value) look like that:
...ANSWER
Answered 2021-May-22 at 16:23There was a bug in rc9 regarding the collision detection, this should work fine in rc10 (or rc11 which we are releasing today). Your components are not moving fast enough to miss the whole collision check.
Do note that in your pubspec-file you can't specify ^1.0.0-rc10
because pub treats rc10 as lower than rc10, so you have to specifically say 1.0.0-rc10
(without the ^
).
EDIT: rc11 is now released so now you can use ^ again:
QUESTION
I have trouble returning results from Entry in tkinter. I do not use it immediately after creating tne Entry:
...ANSWER
Answered 2021-May-22 at 15:02The problem lies in the fact that you don't remember the Entry widgets. You just store them to a local variable in function enchwind()
and don't store them anywhere. They are created but you lose all reference.
You could use a list as an attribute of window
to store them:
In the definition of your window, add the line:
QUESTION
I am pretty new to the flame game engine but whenever I try to run my program it keeps saying that
Error: Cannot run with sound null safety, because the following dependencies don't support null safety:
- package:flame
- package:ordered_set
- package:box2d_flame
I am just wondering if maybe I am not using the most current version of flame or if I need to temporarily disable null safety? Here is what my pubspec.yaml file currently looks like.
...ANSWER
Answered 2021-May-21 at 19:36Based on the pubspec from the version you are using: https://github.com/flame-engine/flame/blob/0.29.3/pubspec.yaml
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Flame supports SSR out of the box without any additional configuration needed. Since Flame uses the latest @emotion package, when loading components on the server, components will automatically have their styles extracted without any required setup.
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