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Flame v2 changes #1938
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Looking forward to the v2 |
What holding us back?, there is only one task that got converted into an issue |
First we want to stabilize the current version with the new CameraComponent API and there is still some work left to do there. |
Hello, @spydon! Is Version 2 included in the route of the following months? Thaaanks! :) |
Hi, unfortunately not, we have not even decided on paper how the big architectural changes will look. |
Flame v2 changes
This issue doesn't mean that we are soon to release v2, it's not even on the horizon yet.
In here we'll track breaking changes that we would want to do for Flame v2 so that they are not forgotten.
OrderedSet
, possibly one tree for updating and one for rendering.ShapeComponent
in the collision detection to use pure shapes instead.ParallaxComponent
to have the layers based onPositionComponent
and make it more intuitive to use.HasPaint
mixin.ColorEffect
should not take in anOffset
, but separate doubles.OrderedSet
for children.MarginComponent
that can replaceHudMarginComponent
and work when added to the viewport (or any sized parent).onGameResize
only when the game actually resizes.Component.add()
should return void.Whoever wants to wait for the component to load can wait for
component.loaded
, and who wants to wait for it to mount can awaitcomponent.mounted
.mount/attach
andremove/detach
.Component.children
should return a nullableComponentSet?
, so that it won't be instantiated when there are no children.GameWidget.controlled
toGameWidget.managed
.onPressed
andonReleased
toonTapDown
andonTapUp
inAdvancedButtonComponent
.Once we are ready to start working at v2 we'll convert this task list into issues.
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