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LEADER 00000cam a22005177a 4500 
003    OCoLC 
005    20240129213017.0 
006    m     o  d         
007    cr cnu---unuuu 
008    220625s2022    enk     o     000 0 eng d 
020    1801813663 
020    9781801813662|q(electronic bk.) 
029 1  AU@|b000072164576 
035    (OCoLC)1328134436 
037    9781801816984|bO'Reilly Media 
037    10163651|bIEEE 
040    EBLCP|beng|epn|cEBLCP|dORMDA|dOCLCF|dOCLCQ|dN$T|dOCLCQ
       |dOCL|dIEEEE|dOCLCO|dOCLCL 
049    INap 
082 04 794.8/1526 
082 04 794.8/1526|223/eng/20220706 
099    eBook O'Reilly for Public Libraries 
100 1  Teale, Paul. 
245 10 Building Games with Flutter :|bthe Ultimate Guide to 
       Creating Multiplatform Games Using the Flame Engine in 
       Flutter 3 /|cPaul Teale.|h[O'Reilly electronic resource] 
260    Birmingham :|bPackt Publishing, Limited,|c2022. 
300    1 online resource (224 pages) 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
500    What else should I learn? 
505 0  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 
505 8  Chapter 2: Working with the Flame Engine -- Technical 
       requirements -- Organizing the assets in your game -- 
       Adding the game loop -- Update -- Render -- Working with 
       components -- FlameGame -- Converting our code to use 
       components -- Summary -- Questions -- Chapter 3: Building 
       a Game Design -- Planning a game -- Designing the game 
       screens -- Summary -- Questions -- Part 2: Graphics and 
       Sound -- Chapter 4: Drawing and Animating Graphics -- 
       Technical requirements -- Drawing on the screen -- Working
       with sprite animation -- Moving a sprite around the screen
       -- Colliding with other sprites -- Summary 
505 8  Questions -- Chapter 5: Moving the Graphics with Input -- 
       Technical requirements -- Drawing onscreen controls -- 
       Moving our character with onscreen controls -- Moving our 
       character with touch -- Summary -- Questions -- Chapter 6:
       Playing Sound Effects and Music -- Technical requirements 
       -- Playing background music -- Playing sound effects -- 
       Controlling the volume -- Summary -- Questions -- Chapter 
       7: Designing Your Own Levels -- Technical requirements -- 
       Introduction to Tiled -- Loading a tile map -- Adding 
       dynamic objects to the map -- Understanding map navigation
       -- Detecting tile collisions 
505 8  Understanding collisions -- Implementing collisions -- 
       Summary -- Questions -- Chapter 8: Scaling the Game for 
       Web and Desktop -- Technical requirements -- 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 -- Summary -- Questions -- Part 3: Advanced 
       Games Programming -- Chapter 9: Implementing Advanced 
       Graphics Effects -- Technical requirements 
505 8  What are particle effects? -- Animating with particles -- 
       Creating shadows with layers -- Summary -- Questions -- 
       Chapter 10: Making Intelligent Enemies with AI -- 
       Technical requirements -- Making enemies chase the player 
       -- Navigating obstacles with pathfinding -- Summary -- 
       Questions -- Chapter 11: Finishing the Game -- Technical 
       requirements -- 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 
520    Build a complete game from start to finish using Flutter 
       and Flame while getting acquainted with each building 
       block in game design along the way Key Features Begin your
       Flutter game development journey with step-by-step 
       instructions and best practices Understand the Flame game 
       engine and its essential elements for making games, sprite
       animation, tilemaps, and audio Build enjoyable games with 
       Flutter that can be played across different platforms Book
       Description 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. This game development 
       book takes a hands-on approach to building a complete game
       from scratch. You'll see how to get started with the Flame
       library and build a simple animated example to test Flame.
       You'll then discover how to organize and load images and 
       audio in your Flutter game. As you advance, you'll gain 
       insights into the game loop and set it up for fast and 
       efficient processing. The book also guides you in using 
       Tiled to create maps, add sprites to the maps that the 
       player can interact with, and see how to use tilemap 
       collision to create paths for a player to walk on. Finally,
       you'll learn how to make enemies more intelligent with 
       artificial intelligence (AI). By the end of the book, 
       you'll have gained the confidence to build fun 
       multiplatform games with Flutter. What you will learn 
       Discover the Flame engine and how to use it in game 
       programming in Flutter Organize the graphics and sounds 
       used in your game Animate a sprite in your games and 
       detect when the player collides with tiles Run the game as
       a web page and desktop app Expand our player control with 
       key navigation Build your first game and make your enemies
       more intelligent with AI for games Who this book is for If
       you are a Flutter developer looking to apply your Flutter 
       programming skills to games development, this book is for 
       you. Basic knowledge of Dart will assist with 
       understanding the concepts covered. 
588 0  Print version record. 
590    O'Reilly|bO'Reilly Online Learning: Academic/Public 
       Library Edition 
650  0 Video games|xProgramming. 
650  6 Jeux vidéo|xProgrammation. 
650  7 Video games|xProgramming|2fast 
776 08 |iPrint version:|aTeale, Paul.|tBuilding Games with 
       Flutter.|dBirmingham : Packt Publishing, Limited, ©2022 
856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https://
       learning.oreilly.com/library/view/~/9781801816984/?ar
       |zAvailable on O'Reilly for Public Libraries 
938    ProQuest Ebook Central|bEBLB|nEBL7008504 
938    EBSCOhost|bEBSC|n3301686 
994    92|bJFN