Your Guide to Creating Cross-Platform Games in 2D Using Flame Engine in Flutter 3
Buch, Englisch, 566 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 1083 g
ISBN: 979-8-8688-0062-7
Verlag: Apress
Reimagine your development process and create, test, and deploy your mobile, web, desktop, and embedded apps from a single codebase. This book shows you how to leverage Flame, the modular Flutter game engine, to build cross-platform 2D games.
With Flutter, you can create all kinds of apps by making subtle changes to projects at the code level. Guided by a practical project-based approach, you'll begin by downloading and installing the game engine. You'll then move on to creating widgets in Flutter and components within our game, such as player, enemy, background, consumables, etc. The book also shows you how to add sprites, render images, setup animation, and much more.
Flame Game Development is perfect for the novice eager to gain hands-on knowledge of this exciting game engine's library to create a simple 2D game.
What You'll Learn
- Apply Flutter coding skills to game development
- Develop games that can be played on all platforms
- Create your first 2D game using Flame
Who This Book Is For
Beginners who want to learn how to develop games on Flame and create their first 2D game with Flutter.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1: Create a project in Flutter and add Flame
Chapter 2: Flame basics
• Game class and components
• Components
• Game classes: Game and Flame Game
• Example: Draw a sprite
• Example: Draw a circle
• Example: Update circle position
• Key processes and functions at Flame
• Game loop
• Render function
• Update function
• Other important functions in Flame
Chapter 3: Flame fundamentals
• Sprite component: Components for rendering images
• Practical case: Single image sprite
• Practical case: Sprite Sheet
• Practical case: Animate sprite sheet
• Function for animation
• Sprite animation component
• Practical case: Multiple animations
• Input: Keyboard
• Game class level
• Practical case
• Component level
• Practical case
• Input: Tap
• Game class level
• On Tap Down
• On Long Tap Down
• On Tap Up
• On Tap Cancel
• Practical case
• Component level
• Challenge: Practical case
• Resolution challenge
• Challenge: Animations and inputs (Keyboard): Walk and rest animation
• Resolution challenge
• Mirror or flip the sprite
• Practical case
• Constant velocity
• Key combination
• Position Component: Components to render objects
• Practical case
• Debug mode
• Detect collisions
• Practical case
• Challenge: Change direction
• Challenge: Colliding circles
• Resolution challenge
• Counter for collisions
• Sprite collisions
Chapter 4: Game: Meteor shower
• Offset collision circles on the vertical axis
• Add collision circles by time
• Remove invisible components (collision circles)
• Prevent the player from crossing the screen
• Player: Vary animation when detecting screen edge
• Gravity for the player
• Player: Implement jump
• Modularize player class
• Meteor animated sprite
• Impact counter
Chapter 5: Background in color and image
• Background color
• Background image
• Get component information from the Game class
• Update player component with map dimensions
• Set the camera to follow the component
• Update meteor component with map dimensions




