<itemvalue="Same as [render], but takes both the position and the size as a single [Rect]. Note: only use this if you are already using [Rect]'s to represent both the position and dimension of your [Sprite]. If you are using [Vector2]s, prefer the other method."/>
<itemvalue="Fill the target box by distorting the source's aspect ratio. "/>
<itemvalue="As small as possible while still covering the entire target box. {@template flutter.painting.BoxFit.cover} To actually clip the content, use `clipBehavior: Clip.hardEdge` alongside this in a [FittedBox]. {@endtemplate} "/>
<itemvalue="A [Sprite] is a region of an [Image] that can be rendered in the Canvas. It might represent the entire image or be one of the pieces a spritesheet is composed of. It holds a reference to the source image from which the region is extracted, and the [src] rectangle is the portion inside that image that is to be rendered (not to be confused with the `dest` rect, which is where in the Canvas the sprite is rendered). It also has a [paint] field that can be overwritten to apply a tint to this [Sprite] (default is white, meaning no tint)."/>
<itemvalue="mem Cache Height"/>
<itemvalue="Resolves this image provider using the given `configuration`, returning an [ImageStream]. This is the public entry-point of the [ImageProvider] class hierarchy. Subclasses should implement [obtainKey] and [load], which are used by this method. If they need to change the implementation of [ImageStream] used, they should override [createStream]. If they need to manage the actual resolution of the image, they should override [resolveStreamForKey]. See the Lifecycle documentation on [ImageProvider] for more information. @nonVirtual"/>
<itemvalue="Schedules [component] to be added as a child to this component. This method is robust towards being called from any place in the user code: you can call it while iterating over the component tree, during mounting or async loading, when the Game object is already loaded or not. The cost of this flexibility is that the component won't be added right away. Instead, it will be placed into a queue, and then added later, after it has finished loading, but no sooner than on the next game tick. When multiple children are scheduled to be added to the same parent, we start loading all of them as soon as possible. Nevertheless, the children will end up being added to the parent in exactly the same order as they were originally scheduled by the user, regardless of how fast or slow each of them loads. A component can be added to a parent which may not be mounted to the game tree yet. In such case, the component will start loading immediately, but its mounting will be delayed until such time when the parent becomes mounted. This method returns a future that completes when the component is done loading, and mounting if the parent is currently mounted. However, this future will not guarantee that the component will become "fully mounted": it still needs to be added to the parent's children list, and that operation will only be done on the next game tick. A component can only be added to one parent at a time. It is an error to try to add it to multiple parents, or even to the same parent multiple times. If you need to change the parent of a component, use the [changeParent] method."/>
@ -52,15 +56,11 @@
<itemvalue="audit Toxic"/>
<itemvalue="BuiltList can not be serialization."/>