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Building Games with Flutter

You're reading from   Building Games with Flutter The ultimate guide to creating multiplatform games using the Flame engine in Flutter 3

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Product type Paperback
Published in Jun 2022
Publisher Packt
ISBN-13 9781801816984
Length 224 pages
Edition 1st Edition
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Author (1):
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Paul Teale Paul Teale
Author Profile Icon Paul Teale
Paul Teale
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Table of Contents (17) Chapters Close

Preface 1. Part 1: Game Basics
2. Chapter 1: Getting Started with Flutter Games FREE CHAPTER 3. Chapter 2: Working with the Flame Engine 4. Chapter 3: Building a Game Design 5. Part 2: Graphics and Sound
6. Chapter 4: Drawing and Animating Graphics 7. Chapter 5: Moving the Graphics with Input 8. Chapter 6: Playing Sound Effects and Music 9. Chapter 7: Designing Your Own Levels 10. Chapter 8: Scaling the Game for Web and Desktop 11. Part 3: Advanced Games Programming
12. Chapter 9: Implementing Advanced Graphics Effects 13. Chapter 10: Making Intelligent Enemies with AI 14. Chapter 11: Finishing the Game 15. Other Books You May Enjoy Appendix: Answers

Working with components

As with any growing code base, it's important to have a structure. This is so that the code is easy to maintain as we add more features to the game.

Currently, our code contains a simple example of how to render and update a square on the screen, using the Game mixin to override these functions.

Using the Game mixin gives us a lot of control over our code, but we would have to write a lot of extra code to support the game as the game grows. This is great once you become more familiar with Flame and games programming and want that level of control. However, to begin, it's better to extend from the FlameGame class.

Components provide us with a structured way to organize our game as our game increases in complexity.

FlameGame

The FlameGame class builds on the Game mixin and adds a lot of useful functionality to help us manage the complexity of our game as it grows. This includes the following:

  • Flame Component System
  • Collision...
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