flame | Component library for building Lightspeed products | Frontend Framework library

 by   lightspeed TypeScript Version: @lightspeed/flame@2.0.0 License: Non-SPDX

kandi X-RAY | flame Summary

kandi X-RAY | flame Summary

flame is a TypeScript library typically used in User Interface, Frontend Framework, React, Next.js applications. flame has no bugs, it has no vulnerabilities and it has low support. However flame has a Non-SPDX License. You can download it from GitHub.

Component library for building Lightspeed products
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            kandi-support Support

              flame has a low active ecosystem.
              It has 74 star(s) with 8 fork(s). There are 19 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 14 open issues and 11 have been closed. On average issues are closed in 66 days. There are 23 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of flame is @lightspeed/flame@2.0.0

            kandi-Quality Quality

              flame has no bugs reported.

            kandi-Security Security

              flame has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              flame has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              flame releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            flame Key Features

            No Key Features are available at this moment for flame.

            flame Examples and Code Snippets

            No Code Snippets are available at this moment for flame.

            Community Discussions

            QUESTION

            Why do I get error "Could not find a version that satisfies the requirement scipy==1.5.3" when running "pip install -r requirements.txt"?
            Asked 2021-Jun-15 at 02:20

            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 13:05

            Inside your requirements.txt change scipy line with this scipy==1.6.0 and save. Now retry pip installation.

            Source https://stackoverflow.com/questions/65900701

            QUESTION

            SwiftUI: Toggling a JSON property in a List
            Asked 2021-Jun-08 at 23:51

            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 23:51

            You'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):

            Source https://stackoverflow.com/questions/67895518

            QUESTION

            Two questions about Flame Engine
            Asked 2021-Jun-04 at 14:57

            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:

            1. 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?
            2. 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 14:57
            1. Without 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.

            2. 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.

            Source https://stackoverflow.com/questions/67838720

            QUESTION

            How to move a Vector2 using PositionComponent with Flame/Flutter?
            Asked 2021-May-28 at 13:43

            I am trying to move a Vector2's x position, the update is being called, the x value is changing but the white square component does not move, what am I missing?

            i am using flame 1.0.0-releasecandidate.11.

            ...

            ANSWER

            Answered 2021-May-28 at 13:43

            You 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:

            Source https://stackoverflow.com/questions/67732565

            QUESTION

            Flutter Flame SpriteComponent with Tapable does not recognize onTapDown Method
            Asked 2021-May-27 at 20:10

            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 20:10

            You have defined position in your StartButton component, position is already defined in PositionComponent. Simply remove the definition:

            Source https://stackoverflow.com/questions/67726210

            QUESTION

            Flame Error: Cannot run with sound null safety
            Asked 2021-May-26 at 12:14

            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 11:48

            You 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.

            Source https://stackoverflow.com/questions/67704156

            QUESTION

            Flip sprite using Flutter Flame
            Asked 2021-May-24 at 16:00

            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 16:00

            On 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.

            Source https://stackoverflow.com/questions/67674227

            QUESTION

            Flutter - Flame engine | collision: When an object have a high velocity/speed the collision don't trigger
            Asked 2021-May-22 at 16:23

            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 16:23

            There 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:

            Source https://stackoverflow.com/questions/67495136

            QUESTION

            How do i get string from Entry in tkinter? I use .get(), but it only returns 0
            Asked 2021-May-22 at 15:53

            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 15:02

            The 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:

            Source https://stackoverflow.com/questions/67650828

            QUESTION

            Does the most current version of flame support null safety?
            Asked 2021-May-21 at 22:03

            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 19:36

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install flame

            Before being able to implement Flame in your application, there are a few steps to bootstrap the components properly. We also assume that your React application is using a bundler such as webpack.
            Link fonts
            Hook the theme provider
            Load global styles
            Import components via their namespace
            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.

            Support

            See the contributing guidelines.
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