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

Understanding map navigation

Now that we have our tile map loaded and enemies and coins dynamically added to the map, we can fix the navigation so we can wander around the map. But before we do that, let's talk about cameras and how we use them in our game.

A camera allows us to change what we see on the screen, which is very useful when you have a map that is larger than the physical screen. We can use this to do the following:

  • Zoom the camera to show more or less of the map.
  • Show a different part of the map than George's current location on the map.
  • Move to a different part of the map using animation for a smooth transition.
  • Link the camera's position to follow George, so that when George moves around the map, the camera updates and George stays visible, and the map moves around his position.

Most games use a combination of these, but it is the last point we are most interested in, as we want the camera to follow George as he moves around...