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0.6.5 — Mini-game hub and Sprite Arena
Changes
- Split the Flame demo into a mini-game hub: Home "Flame Demo" opens
MiniGameHubScreen, with the unchanged classic demo (GameDemoScreen) and a dedicated full-screenSpriteArenaDemoScreen. The 0.6.4 notes that put the joystick and Attack button insideGameDemoScreenno longer apply; that screen is classic-only again. - Sprite Arena (example): a 32x24 Tiled map with visible crate, barrel and rock tiles aligned to the collision objects, a perimeter wall, and a camera that follows the player within the map bounds.
- Add
PlayableCharacter.onAttack, an optional hook that replaces the default spark burst. The example fires bullets from the sprite's barrel with it; bullets belong to the example, so the package still has no combat API. - Fix
PlayableCharactertunnelling through thin terrain walls when one frame covered a large distance; movement now advances in short steps. - Fix Tiled polygon colliders drawing a white fill;
TerrainPolygon.toComponent()is now hitbox-only.
Verification
- Root non-golden 3,502 tests and example 328 tests pass; analyzers report 0 issues; public API check is additive (
onAttack); five quality gates and the example asset-license check pass. - Pixel 7 Pro integration smoke passes (sprite and map load, eight joystick directions, camera follow, wall and crate blocking, bullets from the barrel, pause/resume). The TECNO KJ7 lost its USB connection during this work, so device evidence is from the Pixel 7 Pro.
- GitHub Actions CI Linux: run 40265823288 on
7cfadcepasses all three jobs. - Clean-tree
dart pub publish --dry-runreports 0 warnings (one hint: pub.dev latest is still 0.6.3 because 0.6.4 was never published). - Not published to pub.dev.
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