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Flutter Projects

You're reading from   Flutter Projects A practical, project-based guide to building real-world cross-platform mobile applications and games

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Product type Paperback
Published in Apr 2020
Publisher Packt
ISBN-13 9781838647773
Length 490 pages
Edition 1st Edition
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Author (1):
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Simone Alessandria Simone Alessandria
Author Profile Icon Simone Alessandria
Simone Alessandria
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Toc

Table of Contents (15) Chapters Close

Preface 1. Hello Flutter! 2. Miles or Kilometers? Using Stateful Widgets FREE CHAPTER 3. My Time - Listening to a Stream of Data 4. Pong Game - 2D Animations and Gestures 5. Let's Go to the Movies - Getting Data from the Web 6. Store That Data - Using Sq(F)Lite To Store Data in a Local Database 7. Firing Up the App - Integrating Firebase into a Flutter App 8. The Treasure Mapp - Integrating Maps and Using Your Device Camera 9. Let's Play Dice: Knockout - Creating an Animation with Flare 10. ToDo App - Leveraging the BLoC Pattern and Sembast 11. Building a Flutter Web App 12. Assessment 13. Other Books You May Enjoy Appendix

Adding the score and completing the game

A game wouldn't be complete without a way to measure performance. In this case, the action to perform is pretty obvious. Every time the ball touches the bat, we can add one point to the score. Let's look at how we can apply this action:

  1. Let's create a variable that will contain the score, at the top of the _PongState class:
  int score = 0;
  1. Next, in the build() method, add a new Positioned widget to the stack. This will contain a Text with the score:
return Stack(
children: <Widget>[
Positioned(
top: 0,
right: 24,
child: Text('Score: ' + score.toString()),
),
  1. Then, in the checkBorders() method, update the score each time the ball touches the bat:
if (posX >= (batPosition - diameter) && posX <= (batPosition + batWidth + diameter)) {
vDir...
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