Aus öffentlichen Paketdaten erstellte Orientierung.
Bonfire ist ein Flutter/Dart-Paket, das die Erstellung von RPG-Stil-Spielen mit dem Flame-Spiel-Engine für Flutter vereinfacht. Es bietet hochwertige Abstraktionen für gängige RPG-Mechaniken wie Charakterbewegung, Kampf, Dialogsysteme und Kartenverwaltung. Mit Entwicklern im Fokus wurde Bonfire entwickelt, um Boilerplate-Code zu reduzieren und die Prototypenerstellung zu beschleunigen, indem es sofort verwendbare Komponenten wie Tilemaps, NPCs und Spielercontroller bereitstellt. Ideal für Indie-Entwickler und Hobbyisten, die 2D-Runden- oder Echtzeit-RPGs mit minimalem Setup erstellen möchten.
Anwendungsfälle
Entwicklung von 2D-Rollenspielen
Rundenbasierte oder Echtzeit-Kampfsysteme erstellen
🕹️ Input — Joystick, keyboard and mouse controls with 8-direction movement.
⚔️ Combat — melee and ranged attacks, projectiles, damage feedback and life bars.
🧠 Behaviors & AI — behavior trees (BSelector, BParallel, BOnce), pathfinding, random movement, sensors and vision.
🎨 Effects & polish — particles, lighting, shaders, camera effects, parallax, color filters and force physics.
🖥️ Game interface — life bars, dialogs, text effects, minimap and HUD components.
📱 Multi-platform — mobile, desktop and web with Flame.
🎮 Bonfire 4.0 — what's new
Version 4.0 is a major restructuring of the API surface, focused on developer experience when building complex game components.
In previous versions each mixin added methods and fields directly to the component. With several mixins (Movement, Jumper, Sensor, PathFinding, Pushable, RandomMovement...), the component namespace became crowded and autocomplete less useful.
Starting with 4.0, mixins follow a consistent WithFeature + feature.{resource} pattern:
Simplified, velocity-based Movement — the only mixin that keeps its direct access style, but was rewritten: direction/hDirection/vDirection now reflect the current velocity, stop()/idle() replace the old stop helpers and legacy members (lastDirection, stopMove, setZeroVelocity, moveFromAngle, *Once, acceleration...) were removed.
Event-driven collision — WithCollision exposes collision.onBlockMovementListener(...) and a bodyType API instead of the old BlockMovementCollision overrides.
Direction animations — SimplePlayer/SimpleEnemy drive their 8-direction sprite animations (SimpleDirectionAnimation) from direction automatically.
Behavior trees — brand-new behavior system (BSelector, BParallel, BOnce) with debugging support.
Better intervals — IntervalTick replaces the old InternalChecker/checkInterval.
Bug fixes & correctness — exact diagonal normalization (sqrt(2)/2), forces default to no drag, no double damage on FlyingAttackGameObject, modern Color API (withValues).
Upgraded to Flame^1.38.0, with example/ and awesome/ updated to the new APIs and analyzed by CI.
Migrating from Bonfire 3.x? Read the Migration Guide from 3.x to 4.0 — it has the full breaking-change tables. Every pre-release change is also listed in the CHANGELOG.
🚀 Getting started
Add Bonfire to your pubspec.yaml:
dependencies:bonfire:^4.0.0
Then create your first map + character and run it inside a BonfireWidget. The quickest way to see everything working is to open the bundled example app — a complete, runnable project with maps, players, enemies, attacks, life bars and interface.
Run it:
cd example
flutter pub get
flutter run
Bonfire is ideal for building games from the following perspectives: