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# Sphinx build info version 1 | ||
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. | ||
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tags: 645f666f9bcd5a90fca523b33c5a78b7 |
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# Getting Started | ||
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## About Flame | ||
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Flame is a modular Flutter game engine that provides a complete set of out-of-the-way solutions for | ||
games. It takes advantage of the powerful infrastructure provided by Flutter but simplifies the code | ||
you need to build your projects. | ||
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It provides you with a simple yet effective game loop implementation, and the necessary | ||
functionalities that you might need in a game. For instance; input, images, sprites, sprite sheets, | ||
animations, collision detection, and a component system that we call Flame Component System (FCS for | ||
short). | ||
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We also provide stand-alone packages that extend the Flame functionality: | ||
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- [flame_audio](https://pub.dev/packages/flame_audio) Which provides audio capabilities using the | ||
`audioplayers` package. | ||
- [flame_forge2d](https://pub.dev/packages/flame_forge2d) Which provides physics capabilities using | ||
our own `Box2D` port called `Forge2D`. | ||
- [flame_tiled](https://pub.dev/packages/flame_tiled) Which provides integration with the | ||
[tiled](https://pub.dev/packages/tiled) package. | ||
- [flame_svg](https://pub.dev/packages/flame_svg) Which provides integration with | ||
[flutter_svg](https://pub.dev/packages/flutter_svg). | ||
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You can pick and choose whichever parts you want, as they are all independent and modular. | ||
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The engine and its ecosystem are constantly being improved by the community, so please feel free to | ||
reach out, open issues and PRs as well as make suggestions. | ||
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Give us a star if you want to help give the engine exposure and grow the community. :) | ||
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## Installation | ||
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Put the pub package as your dependency by putting the following in your `pubspec.yaml`: | ||
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```yaml | ||
dependencies: | ||
flame: 1.9.1 | ||
``` | ||
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The latest version can be found on [pub.dev](https://pub.dev/packages/flame/install). | ||
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then run `flutter pub get` and you are ready to start using it! | ||
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## Getting started | ||
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There is a set of tutorials that you can follow to get started in the | ||
[tutorials folder](https://github.com/flame-engine/flame/tree/main/doc/tutorials). | ||
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Simple examples for all features can be found in the | ||
[examples folder](https://github.com/flame-engine/flame/tree/main/examples). | ||
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You can also check out the [awesome flame | ||
repository](https://github.com/flame-engine/awesome-flame#user-content-articles--tutorials), | ||
it contains quite a lot of good tutorials and articles written by the community | ||
to get you started with Flame. | ||
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## Outside of the scope of the engine | ||
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Games sometimes require complex feature sets depending on what the game is all about. Some of these | ||
feature sets are outside of the scope of the Flame Engine ecosystem, in this section you can find | ||
them, and also some recommendations of packages/services that can be used: | ||
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### Multiplayer (netcode) | ||
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Flame doesn't bundle any network feature, which may be needed to write online multiplayer games. | ||
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If you are building a multiplayer game, here are some recommendations of packages/services: | ||
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- [Nakama](https://github.com/obrunsmann/flutter_nakama/): Nakama is an open-source server designed | ||
to power modern games and apps. | ||
- [Firebase](https://firebase.google.com/): Provides dozens of services that can be used to write | ||
simpler multiplayer experiences. | ||
- [Supabase](https://supabase.com/): A cheaper alternative to Firebase, based on Postgres. | ||
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### External assets | ||
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Flame doesn't bundle any helpers to load assets from an external source (external storage or online | ||
sources). | ||
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But most of Flame's API can be loaded from concrete asset instances, for examples, `Sprite`s can be | ||
created from `dart:ui`s `Image` instances, so the user can write custom code to load images from | ||
anywhere they need, and then load it into Flame's classes. | ||
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Here are some suggestions for http client packages: | ||
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- [http](https://pub.dev/packages/http): A simple package for performing http requests. | ||
- [Dio](https://pub.dev/packages/dio): A popular and powerful package for performing http requests. |
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# Bridge Packages | ||
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:::{package} flame_audio | ||
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Play multiple audio files simultaneously (bridge package for [AudioPlayers]). | ||
::: | ||
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:::{package} flame_bloc | ||
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A predictable state management library (bridge package for [Bloc]). | ||
::: | ||
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:::{package} flame_fire_atlas | ||
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Create texture atlases for games (bridge package for [FireAtlas]). | ||
::: | ||
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:::{package} flame_forge2d | ||
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A Box2D physics engine (bridge package for [Forge2D]). | ||
::: | ||
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:::{package} flame_isolate | ||
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Use isolates to offload heavy computations to another thread. | ||
::: | ||
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:::{package} flame_lottie | ||
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Use Lottie animations in Flame (bridge package for [Lottie]). | ||
::: | ||
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:::{package} flame_network_assets | ||
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Fetch assets over the network. | ||
::: | ||
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:::{package} flame_oxygen | ||
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Replace FCS with the Oxygen Entity Component System. | ||
::: | ||
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:::{package} flame_rive | ||
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Create interactive animations (bridge package for [Rive]). | ||
::: | ||
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:::{package} flame_spine | ||
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Use Spine skeletal animations (bridge package for [Spine]). | ||
::: | ||
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:::{package} flame_splash_screen | ||
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Add the "Powered by Flame" splash screen. | ||
::: | ||
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:::{package} flame_svg | ||
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Draw SVG files in Flutter (bridge package for [flutter_svg]). | ||
::: | ||
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:::{package} flame_tiled | ||
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2D tilemap level editor (bridge package for [Tiled]). | ||
::: | ||
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[AudioPlayers]: https://github.com/bluefireteam/audioplayers | ||
[Bloc]: https://github.com/felangel/bloc | ||
[FireAtlas]: https://github.com/flame-engine/fire-atlas | ||
[Forge2D]: https://github.com/flame-engine/forge2d | ||
[Lottie]: https://pub.dev/packages/lottie | ||
[Rive]: https://rive.app/ | ||
[Spine]: https://pub.dev/packages/spine_flutter | ||
[Tiled]: https://www.mapeditor.org/ | ||
[flutter_svg]: https://github.com/dnfield/flutter_svg | ||
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```{toctree} | ||
:hidden: | ||
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flame_audio <flame_audio/flame_audio.md> | ||
flame_bloc <flame_bloc/flame_bloc.md> | ||
flame_fire_atlas <flame_fire_atlas/flame_fire_atlas.md> | ||
flame_forge2d <flame_forge2d/flame_forge2d.md> | ||
flame_isolate <flame_isolate/flame_isolate.md> | ||
flame_lottie <flame_lottie/flame_lottie.md> | ||
flame_network_assets <flame_network_assets/flame_network_assets.md> | ||
flame_oxygen <flame_oxygen/flame_oxygen.md> | ||
flame_rive <flame_rive/flame_rive.md> | ||
flame_splash_screen <flame_splash_screen/flame_splash_screen.md> | ||
flame_spine <flame_spine/flame_spine.md> | ||
flame_svg <flame_svg/flame_svg.md> | ||
flame_tiled <flame_tiled/flame_tiled.md> | ||
``` |
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# Audio | ||
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Playing audio is essential for most games, so we made it simple! | ||
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First you have to add [flame_audio](https://github.com/flame-engine/flame_audio) to your dependency | ||
list in your `pubspec.yaml` file: | ||
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```yaml | ||
dependencies: | ||
flame_audio: VERSION | ||
``` | ||
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The latest version can be found on [pub.dev](https://pub.dev/packages/flame_audio/install). | ||
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After installing the `flame_audio` package, you can add audio files in the assets section of your | ||
`pubspec.yaml` file. Make sure that the audio files exists in the paths that you provide. | ||
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The default directory for `FlameAudio` is `assets/audio` (which can be changed by providing your own | ||
instance of `AudioCache`). | ||
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For the examples below, your `pubspec.yaml` file needs to contain something like this: | ||
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```yaml | ||
flutter: | ||
assets: | ||
- assets/audio/explosion.mp3 | ||
- assets/audio/music.mp3 | ||
``` | ||
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Then you have the following methods at your disposal: | ||
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```dart | ||
import 'package:flame_audio/flame_audio.dart'; | ||
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// For shorter reused audio clips, like sound effects | ||
FlameAudio.play('explosion.mp3'); | ||
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// For looping an audio file | ||
FlameAudio.loop('music.mp3'); | ||
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// For playing a longer audio file | ||
FlameAudio.playLongAudio('music.mp3'); | ||
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// For looping a longer audio file | ||
FlameAudio.loopLongAudio('music.mp3'); | ||
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// For background music that should be paused/played when the pausing/resuming | ||
// the game | ||
FlameAudio.bgm.play('music.mp3'); | ||
``` | ||
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The difference between the `play/loop` and `playLongAudio/loopLongAudio` is that `play/loop` makes | ||
use of optimized features that allow sounds to be looped without gaps between their iterations, and | ||
almost no drop on the game frame rate will happen. You should whenever possible, prefer the former | ||
methods. | ||
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`playLongAudio/loopLongAudio` allows for audios of any length to be played, but they do create frame | ||
rate drop, and the looped audio will have a small gap between iterations. | ||
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You can use [the `Bgm` class](bgm.md) (via `FlameAudio.bgm`) to play looping background music | ||
tracks. The `Bgm` class lets Flame automatically manage the pausing and resuming of background music | ||
tracks when the game is sent to background or comes back to the foreground. | ||
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You can use [the `AudioPool` class](audio_pool.md) if you want to fire quick sound effects in a very | ||
efficient manner. `AudioPool` will keep a pool of `AudioPlayer`s preloaded with a given sound, and | ||
allow you to play them very fast in quick succession. | ||
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Some file formats that work across devices and that we recommend are: MP3, OGG and WAV. | ||
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This bridge library (flame_audio) uses [audioplayers](https://github.com/bluefireteam/audioplayers) | ||
in order to allow for playing multiple sounds simultaneously (crucial in a game). You can check the | ||
link for a more in-depth explanation. | ||
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Both on `play` and `loop` you can pass an additional optional double parameter, the `volume` | ||
(defaults to `1.0`). | ||
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Both the `play` and `loop` methods return an instance of an `AudioPlayer` from the | ||
[audioplayers](https://github.com/bluefireteam/audioplayers) lib, that allows you to stop, pause and | ||
configure other parameters. | ||
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In fact you can always use `AudioPlayer`s directly to gain full control over how your audio is played | ||
-- the `FlameAudio` class is just a wrapper for common functionality. | ||
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## Caching | ||
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You can pre-load your assets. Audios need to be stored in the memory the first time they | ||
are requested; therefore, the first time you play each mp3 you might get a delay. In order to | ||
pre-load your audios, just use: | ||
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```dart | ||
await FlameAudio.audioCache.load('explosion.mp3'); | ||
``` | ||
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You can load all your audios in the beginning in your game's `onLoad` method so that they always | ||
play smoothly. To load multiple audio files, use the `loadAll` method: | ||
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```dart | ||
await FlameAudio.audioCache.loadAll(['explosion.mp3', 'music.mp3']); | ||
``` | ||
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Finally, you can use the `clear` method to remove a file that has been loaded into the cache: | ||
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```dart | ||
FlameAudio.audioCache.clear('explosion.mp3'); | ||
``` | ||
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There is also a `clearCache` method, that clears the whole cache. | ||
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This might be useful if, for instance, your game has multiple levels and each has a different | ||
set of sounds and music. |
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# AudioPool | ||
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An AudioPool is a provider of AudioPlayers that are pre-loaded with | ||
local assets to minimize delays. | ||
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A single AudioPool always plays the same sound, usually a quick sound | ||
effect, like a laser shooting from your ship or a jump sound for your | ||
platformer. | ||
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The advantage of using Audio Pool is that by configuring a minimum | ||
(starting) size, and a maximum size, the pool will create and preload | ||
some players, and allow them to be re-used many times. | ||
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You can use the helper method `FlameAudio.createPool` to create AudioPool | ||
instances using the same global `FlameAudio.audioCache`. |
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