Getting started with Forge2D and Flame with Flutter
Getting started with Forge2D and Flame with Flutter
Here you continue your journey in game development with Flutter with Flame using a 2D physics engine
About the Book
With Flame and Flutter, we can make 2D games focused on mobile, desktop or web; as we saw in the course/book on "First steps with Flame with Flutter" we can create all kinds of 2D games using sprite, collisions, tap events, keyboard, Drag among others and a camera system, to name some important features ; With Forge2D and Flame, we can do all of the above but using a 2D physics engine, to implement simpler jumps, collisions between bodies, simulations, are some examples of what we can achieve.
This book has a total of 6 chapters, it is recommended that you read in the order in which they are arranged and as we explain the fundamentals of Forge 2D with Flame based on examples; Once you master the library, you can consult the sections in any order you want.
This book has a total of 7 chapters, it is recommended that you read in the order in which they are arranged and as we explain the fundamentals of Forge 2D with Flame based on examples; once you master the library, you can consult the sections in any order you want.
Chapter 1: We will create a project in Flutter with the basic dependencies necessary to create games with Forge 2D, Flame and Flutter.
Chapter 2: We will explain the basic concepts such as what Forge 2D is, bodies, their characteristics and components, applying momentum, speed or forces, body shapes, handling contact between bodies and how to interact with the Forge2D world in general.
Chapter 3: We will create several small examples to present one by one the main characteristics and functionalities of Forge2D, we will see in a practical way the concepts presented in the previous chapter.
Chapter 4: We will create our first real game in Forge which would be a jumping and horizontal scrolling platform game, we will see how to handle movement, jumping using linear speed in addition to using tile type maps.
Chapter 5: We will create a second game where we will implement functionalities similar to Angry Birds such as positioning a bird, moving the bird in a specific radius using the drag event and adding impulses based on a resulting vector between the origin and final position.
Chapter 6: We will create a third game where we will implement functionalities similar to Pinball, adding a ball, creating obstacles, creating an arm and implementing a moving goal.
Chapter 7: We will create a fourth Pong-style game in which it consists of creating walls, a couple of bars and tilting the bars and walls according to the angle of impact of the ball.
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