Fuse is a library for writing Flame component behavior in a composable way.
⚠️ This project is not affiliated with Blue Fire or the official Flame project in any way.
dart pub add flame_fuse
Instead of implementing callbacks, all behavior is added in the fuse
method at load time.
class SpinningSquare extends RectangleComponent with Fuse {
@override
FutureOr<void> fuse() {
fuseUpdate((dt) {
angle += (pi / 2) * dt;
});
}
}
Any Flame component may use the Fuse
mixin to gain access to this special method. All functions that add behavior inside the fuse
method are prefixed with the word fuse
.
Additional fuse*
functions become available if you also apply feature-specific mixins. Here is the master list of available fuses:
Mixin | Fuses | Description |
---|---|---|
Fuse |
fuseComponent , fuseGame , fuseCamera , fuseUpdate , fuseRemove , fuseResize , fuseTimer |
Core fuses. |
FuseCollisions |
fuseCollision , fuseCollisionPoints , fuseCollisionStart , fuseCollisionEnd |
Fuses related to collisions. |
FuseHovers |
fuseHoverEnter , fuseHoverExit , fuseHoverUpdate |
Fuses related to hovers. |
FuseKeys |
fuseKeyEvent |
Fuses related to keys. |
FusePointers |
fusePointerMove , fusePointerMoveStop |
Fuses related to pointers. |
FuseTaps |
fuseTapDown , fuseTapUp , fuseTapCancel , fuseLongTapDown |
Fuses related to taps. |
FuseDoubleTaps |
fuseDoubleTapDown , fuseDoubleTapUp , fuseDoubleTapCancel |
Fuses related to double taps. |
Of course, the true power of fuses is unlocked by building your own, game-specific behaviors from the core fuses.
There are a few advantages to writing Flame components using this library.
To illustrate these advantages, consider the following Ball
component. The component has two behaviors:
- Bouncing off walls, which affects its velocity.
- Randomly changing colors when colliding with other balls.
class Ball extends CircleComponent with CollisionCallbacks {
final velocity = Vector2.all(250) //
..rotate(2 * pi * _RANDOM.nextDouble());
@override
Future<void> onLoad() async {
await super.onLoad();
anchor = Anchor.center;
size = Vector2.all(33);
paint.color = randomColor();
add(CircleHitbox());
}
@override
void update(double dt) {
position += velocity * dt;
}
@override
void onCollisionStart(
Set<Vector2> intersectionPoints,
PositionComponent other,
) {
super.onCollisionStart(intersectionPoints, other);
switch (other) {
case Wall():
velocity.reflect(other.normal);
break;
case Ball():
paint.color = randomColor();
break;
}
}
}
There are two major issues with this implementation:
- The code for each behavior (position and color) is interwoven throughout the component. To understand what a particular behavior ultimately does, you must read the entire component.
- It is not easy or obvious how to extract the behavior to "bounce when colliding with walls" or "change colors when colliding with balls" for reuse in other components.
This library resolves both these issues directly.
Here is the exact same ball component rewritten using fuses instead:
class Ball extends CircleComponent
with Fuse, CollisionCallbacks, FuseCollisions {
@override
FutureOr<void> fuse() {
anchor = Anchor.center;
size = Vector2.all(33);
add(CircleHitbox(collisionType: CollisionType.active));
final velocity = Vector2.all(250) //
..rotate(2 * pi * _RANDOM.nextDouble());
fuseUpdate((dt) {
position += velocity * dt;
});
fuseCollisionStart<Wall>((wall) {
velocity.reflect(wall.normal);
});
paint.color = randomColor();
fuseCollisionStart<Ball>((_) {
paint.color = randomColor();
});
}
}
In the version written with fuses, the position behavior code and the color behavior code are no longer interspersed. In order to understand a single behavior in its entirety, you need only look at that particular section of the component. In short, it accomplishes locality of behavior.
This advantage is shared with frontend frameworks that use hooks, like React and flutter_hooks
. The following GIF from a popular Tweet on React Hooks exemplifies the shift in code organization, where colored parts represent parts of the same feature or behavior:
In the version written with fuses, it's trivial to extract either behavior into a standalone, reusable fuse. Here is how you might write a fuse that allows any component to "bounce when hitting a wall":
void fuseBallMovement(Vector2 velocity) {
final component = fuseComponent<PositionComponent>();
fuseUpdate((dt) {
component.position += velocity * dt;
});
fuseCollisionStart<Wall>((wall) {
velocity.reflect(wall.normal);
});
}
Similarly, here's how you could easily extract the color behavior:
void fuseBallRecolor() {
final component = fuseComponent<HasPaint>();
component.paint.color = randomColor();
fuseCollisionStart<Ball>((_) {
component.paint.color = randomColor();
});
}
Now anything with a velocity vector or a Paint
object can trivially share either of those behaviors with the Ball
component.
The main Fuse project is stored in the top-level directory.
The tests are written in a Storybook located in the fuse_test
package. Unfortunately, the top-level project is a package-type project and cannot have a platform attached to it. As a result, I have opted to have a separate, application-type project to host the Storybook instead.
If you have any problems or suggestions, please open an issue on GitHub.
The name "Fuse" was selected because this method of functional composition is shared with React and Flutter hooks. With hooks, you use
functions. With Flame hooks, you fuse
functions instead.
I also like that the verb "to fuse" reminds me of welding together parts in a secure way, similar to what the library tries to do with component behavior.