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 8

  1. Web browsers require audio permissions to be enabled when first loaded to prevent web sites irritating the user with annoying noises.
  2. Our game is set up with an initial size based on the dimensions of the screen. If this changes, everything now needs to be recalculated, otherwise things like the joysticks won't be positioned correctly.
  3. The default TiledComponent doesn't need a position and size. but to fix issues when resizing, we need to be able to recalculate these values. So, we wrap the component in a PositionComponent to give us the position and size values.
  4. We can use canvaskit for prioritizing performance or html for prioritizing download size.
  5. We use the KeyboardHandler mixin to listen for key events.