FLUTTER ECOSYSTEM

RafaelBarbosatec/bonfire

(RPG Maker) 使用 Flame 更簡單地創建 RPG 風格或類似遊戲

bonfire 專案封面
Stars
1469
Forks
194
最近推送(UTC)
2026年9月7日
專案狀態
未封存
Rafael Almeida Barbosa GitHub avatar
GITHUB User

Rafael Almeida Barbosa ↗

Mobile Developer(Android/Flutter) In love with solutions that fit in the palm of the hand

São Paulo/São Paulo Brasil
語言DartGLSL

技術主題

此儲存庫發佈的套件

使用的依賴

依賴清單 7 項

所在榜單

原始 README

以下為英文專案原文快照,最新內容請造訪 GitHub。

展開 / 收合專案 README

Powered by Flame Flutter MIT Licence pub package GitHub stars pub points Telegram https://img.shields.io/static/v1?label=Sponsor&message=%E2%9D%A4&logo=GitHub&color=%23fe8e86

bonfire

Bonfire

Build RPG-style games (and beyond) with the power of FlameEngine! 🎮

https://raw.githubusercontent.com/RafaelBarbosatec/bonfire/master/media/video.gif https://raw.githubusercontent.com/RafaelBarbosatec/bonfire/master/media/sunnyplace.gif
https://raw.githubusercontent.com/RafaelBarbosatec/bonfire/master/media/multi_biome.gif https://raw.githubusercontent.com/RafaelBarbosatec/bonfire/master/media/defector.gif

📚 Documentation

Complete documentation with examples: docs.page/rafaelbarbosatec/bonfire

✨ Features

  • 🧙 RPG-ready components — Player, Enemy, Ally, Npc, GameDecoration and a complete GameComponent API.
  • 🗺️ Maps — Tiled map support, multi-map worlds, custom/matrix maps, collisions and portals.
  • 🕹️ 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:

class MyEnemy extends SimpleEnemy
    with Movement, WithCollision, WithRandomMovement, WithPathFinding {
  @override
  void update(double dt) {
    super.update(dt);
    randomMovement.update(dt, speed: 20, maxDistance: 64);
  }
}

Highlights of the release:

  • API-first mixins — WithJumper (jumper), WithSensor (sensor), WithRandomMovement (randomMovement), WithPathFinding (pathFinding), WithCollision (collision), WithAttack (attack), WithVision (vision), WithLighting (lighting), WithShader (shader), WithUtil (util), plus WithFollower, WithPushable, WithFlipRender, WithMovePerCell, WithAssetsLoader and WithLifeBar.
  • 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:

https://raw.githubusercontent.com/RafaelBarbosatec/bonfire/master/media/perspectiva.jpg

Test our online DEMO or Download APK.

📚 Documentation

bonfire-engine.github.io

🧩 Bonfire Awesome

Link

If you build a game using Bonfire, you can open a PR to add your game here.

Useful packages

Name Link
bonfire_bloc pub package
bonfire_spine pub package

Encourage my work

https://img.shields.io/static/v1?label=Sponsor&message=%E2%9D%A4&logo=GitHub&color=%23fe8e86&style=for-the-badge

Credits

  • The entire FlameEngine team.
  • And thanks to everyone who contributes and has already contributed.

Contribution

If you find any errors or want to add improvements, you can open an issue or develop the fix and open a pull request. Thank you for your cooperation!

Documentation repository