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Building Games with Flutter : The Ultimate Guide to Creating Multiplatform Games Using the Flame Engine in Flutter 3 / Paul Teale.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Teale, Paul, author.
Language:
English
Subjects (All):
Video games--Development.
Video games.
Video games--Programming.
Physical Description:
1 online resource (224 pages)
Edition:
1st ed.
Distribution:
London : Bloomsbury Publishing (UK), 2024.
Place of Publication:
Birmingham : Packt Publishing, 2022.
System Details:
Mode of access: World Wide Web.
text file HTML
Biography/History:
Teale Paul: Paul Teale was born and raised in Leeds, West Yorkshire before moving to London to pursue a career in software engineering. He has been a software engineer for 25+ years covering backend, web, and mobile, where he has spent the last 12 years as a mobile developer covering Android and more recently Flutter. He has worked on many large projects during his career for companies like Discovery, Sky, Shazam, Visa, NBC, and Channel 5. He is a massive sci-fi fan and loves watching all the latest movies. He is happily married for the last 15 years to Mariel where they live together in West London with their son Alfie and their 2 cats.
Summary:
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.
Contents:
Cover
Title Page
Copyright and credits
Contributors
About the reviewers
Table of Contents
Preface
Part 1: Game Basics
Chapter 1: Getting Started with Flutter Games
Technical requirements
Working with Flutter
Using Dart
Compilation types
Hot reload
Native bridge
Garbage collection
Thread control
Summarizing the book
Flame
Designing a game
Graphics
Input
Sounds
Level design
Cross-platform games
Advanced graphics effects
Game AI
Finishing the game
Creating a simple example animation
Summary
Questions
Chapter 2: Working with the Flame Engine
Organizing the assets in your game
Adding the game loop
Update
Render
Working with components
FlameGame
Converting our code to use components
Questions
Chapter 3: Building a Game Design
Planning a game
Designing the game screens
Part 2: Graphics and Sound
Chapter 4: Drawing and Animating Graphics
Drawing on the screen
Working with sprite animation
Moving a sprite around the screen
Colliding with other sprites
Summary
Questions
Chapter 5: Moving the Graphics with Input
Drawing onscreen controls
Moving our character with onscreen controls
Moving our character with touch
Chapter 6: Playing Sound Effects and Music
Playing background music
Playing sound effects
Controlling the volume
Chapter 7: Designing Your Own Levels
Introduction to Tiled
Loading a tile map
Adding dynamic objects to the map
Understanding map navigation
Detecting tile collisions
Understanding collisions
Implementing collisions
Chapter 8: Scaling the Game for Web and Desktop
Building the game for the web and desktop
Setting the new screen boundary
Fixing the sprites
Fixing the coin and water components
Fixing the background and tile map
Fixing the HUD components
Setting background music
Setting Flutter Web build parameters
Navigating with key events
Part 3: Advanced Games Programming
Chapter 9: Implementing Advanced Graphics Effects
Technical requirements
What are particle effects?
Animating with particles
Creating shadows with layers
Chapter 10: Making Intelligent Enemies with AI
Making enemies chase the player
Navigating obstacles with pathfinding
Chapter 11: Finishing the Game
Wrapping up the game
Adding a menu screen
Adding a settings screen
Adding a game over screen
Compiling all screens with navigation routes and music volume
Monetizing your game
Adverts
In-app purchases
Purchase
Notes:
Includes index.
Includes bibliographical references and index.
ISBN:
9781801813662
1801813663
OCLC:
1328134436

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