Introduction to Game Development with Flutter and Flame
summary
A playable Mario‑style runner is built with Flutter plus the Flame engine using a sprite animation group to switch idle/run/jump/dead states, sprite sheets parsed by rows/columns, and a parallax background of about five layers. Gravity is implemented (9.8 m/s²), jump force ~350, enemies spawn roughly every 3 seconds, collisions use hitboxes to distinguish ground/enemy/powerups, and sound uses Flame audio. The demo runs across platforms and the source is published on Git.
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chapters (16)
- 0:00Introduction to talk
- 1:12What we will build
- 2:58Flame basics and file structure
- 4:45Game widget and lifecycle
- 7:10Game loop and components
- 11:22Sprite and animation basics
- 17:46Animation states and groups
- 24:29Adding Mario to game
- 26:16Parallax background setup
- 29:51Implementing gravity
- 32:59Collision detection
- 36:36Spawning enemies
- 38:20Enemy collision logic
- 39:03Character controls
- 41:12Adding sound effects
- 42:39Final demo and conclusion
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