Book Image

Building Games with Flutter

By : Paul Teale
Book Image

Building Games with Flutter

By: Paul Teale

Overview of this book

With its powerful tools and quick implementation capabilities, Flutter provides a new way to build scalable cross-platform apps. In this book, you'll learn how to build on your knowledge and use Flutter as the foundation for creating games. This game development book takes a hands-on approach to building a complete game from scratch. You'll see how to get started with the Flame library and build a simple animated example to test Flame. You'll then discover how to organize and load images and audio in your Flutter game. As you advance, you'll gain insights into the game loop and set it up for fast and efficient processing. The book also guides you in using Tiled to create maps, add sprites to the maps that the player can interact with, and see how to use tilemap collision to create paths for a player to walk on. Finally, you'll learn how to make enemies more intelligent with artificial intelligence (AI). By the end of the book, you'll have gained the confidence to build fun multiplatform games with Flutter.
Table of Contents (17 chapters)
1
Part 1: Game Basics
5
Part 2: Graphics and Sound
11
Part 3: Advanced Games Programming

Chapter 7

  1. The Tiled application allows us to create tile maps that are much larger than the physical screen of our game, by using tile sets made up of small tiles to represent things like grass or water.
  2. Tile maps reuse each tile, meaning that they take up much less memory than storing a larger image.
  3. Tile map data is stored in a 2D array to represent the width and height of the map.
  4. We can use tile layers for representing the tiles and object layers for objects we want to draw on top of the map.
  5. To adjust the map as a sprite moves around, we use a camera and set up the followComponent function with the component that we want to focus on while it moves.
  6. We can add collidable objects as an object layer in our tile map and then create components from these by reading the object with the tile map getObjectGroupFromLayer function.
  7. A collidable object can be active, passive, or inactive. We use these to reduce the amount of collision checks between collidable...