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Flame & Flutter with Dart : Build your First 2D Mobile Game

سرفصل های دوره

Game Development from ground up. Learn to design and code a 2D Mobile Game, using full Architectural approach with UML


1. Introduction
  • 1. What is the Flame Engine
  • 2. What The Course Covers
  • 3. Concept vs. Code
  • 4. Quick overview of Visual Studio IDE
  • 5. Introduction Quiz.html

  • 2. Setup
  • 1. Setting Up Your Environment
  • 2. Windows Setup
  • 3. macOS Setup
  • 4. Linux Setup
  • 5.1 Lecture_9_sources.zip
  • 5. Testing Your Flutter Environment with Visual Studio

  • 3. 2D Game Basics with Flame Game Engine
  • 1. The Game Loop - Flame Engine's Secret Weapon
  • 2. Game Instantiation - How does Flutter Run Flame Games
  • 3. Game Execution - How does Flutter execute and run Flame Games
  • 4. Generating Our First Flame Project
  • 5. Running Our First Minimalist Game-Loop Code
  • 6.1 Lecture_15_sources.zip
  • 6. Adding Explicit Game-Loop Code Hook Methods
  • 7. What are Game Components In the Flame Engine
  • 8. 2D Game Basics Quiz.html

  • 4. Learning About Flame Game Engine - Case Studies
  • 1. Case-Studies Introduction
  • 2. How to Run The Provided Lecture Source Code

  • 5. Case Study #1 - Flame Engine Essentials
  • 1. Case Study #1 - Introduction
  • 2. Position Component
  • 3. Squares Code Demo
  • 4. Squares - Architectural UML Diagram
  • 5.1 Lecture_23_sources.zip
  • 5. Coding Squares
  • 6. Importance of Vectors in Game Development Velocity, Rotation. and Anchor points
  • 7. Flame Engine Essentials Quiz #1.html
  • 8.1 Lecture_25_sources.zip
  • 8. Adding Vector Dynamics to Squares code
  • 9. The concept of Component Composability
  • 10. Architecting Composability UML Diagram for Adding a Health Bar to Squares
  • 11.1 Lecture_28_sources.zip
  • 11. Composability Coding a Health Bar for Game characters
  • 12. Flame Engine Essentials Quiz #2.html
  • 13.1 Case Study #1 - Exercises [Solutions].pdf
  • 13. Case Study #1 - Exercises
  • 14.1 Case_Study_001_Solution_001.zip
  • 14. Case Study #1 - Solution to Exercise #1
  • 15.1 Case_Study_001_Solution_002_003.zip
  • 15. Case Study #1 - Solution to Exercises #2 and #3
  • 16.1 Case_Study_001_Solution_004.zip
  • 16. Case Study #1 - Solution to Exercise #4

  • 6. Case Study #2 - Joystick Component
  • 1. The anatomy of the Flame Joystick Component
  • 2. Joystick Component - Architectural UML Diagram
  • 3.1 Lecture_35_sources.zip
  • 3. Coding the Joystick Experience
  • 4. Shooting Bullets - The Issue of Angle of Rotation
  • 5. Shooting Bullets - UML Diagram
  • 6.1 Lecture_38_sources.zip
  • 6. Shooting Bullets - Coding the Solution for correct Bullets angle
  • 7. Joystick Component Quiz.html
  • 8.1 Case Study #2 - Exercises [Solutions].pdf
  • 8. Case Study #2 - Exercises
  • 9.1 Case_Study_002_Solution_001_002.zip
  • 9. Case Study #2 - Solution to Exercises #1 and #2

  • 7. Case Study #3 - Sound in Games
  • 1. Using Sound in flame Engine
  • 2.1 Lecture_42_sources.zip
  • 2. Coding Sound Fxs and Music
  • 3. Sound in Games Quiz.html
  • 4.1 Case Study #3 - Exercises [Solutions].pdf
  • 4. Case Study #3 - Exercises
  • 5.1 Case_Study_003_Solution_001_002.zip
  • 5. Case Study #3 - Solution to Exercises #1 and #2

  • 8. Case Study #4 - Collision Detection
  • 1. Collsion Detection in games
  • 2. Collision Detection Quiz #1.html
  • 3. Screen Boundary Detection and HitBox Rendering
  • 4. Collision Detection - UML Diagram
  • 5.1 Lecture_48_sources.zip
  • 5. Coding Collision Detection
  • 6. Collision Detection Quiz #2.html
  • 7.1 Case Study #4 - Exercises [Solutions].pdf
  • 7. Case Study #4 - Exercises
  • 8.1 Case_Study_004_Solution_001.zip
  • 8. Case Study #4 - Exercise Solutions - Solution to Exercise #1
  • 9.1 Case_Study_004_Solution_002.zip
  • 9. Case Study #4 - Exercise Solutions - Solution to Exercise #2

  • 9. Case Study #5 - Using Timers in Games
  • 1. What are Timers and how do we utilize them
  • 2. Its time for Timers Quiz #1.html
  • 3.1 Lecture_53_sources.zip
  • 3. Coding with Timer Utility Classes
  • 4.1 Lecture_54_sources.zip
  • 4. Coding with Timer Components
  • 5. Its time for Timers Quiz #2.html
  • 6.1 Case Study #5 - Exercises [Solutions].pdf
  • 6. Case Study #5 - Exercises
  • 7.1 Case_Study_005_Solution_001.zip
  • 7. Case Study #5 - Exercise Solutions - Solution to Exercise #1
  • 8.1 Case_Study_005_Solution_002.zip
  • 8. Case Study #5 - Exercise Solutions - Solution to Exercise #2

  • 10. Case Study #6 - Parallax
  • 1. What is Parralax
  • 2.1 Lecture_59_sources.zip
  • 2. Coding Parallax
  • 3.1 Lecture_60_sources.zip
  • 3. Coding more Parallax
  • 4. Parral Quiz.html
  • 5.1 Case Study #6 - Exercises [Solutions].pdf
  • 5. Case Study #6 - Exercises
  • 6.1 Case_Study_006_Solution_001_002.zip
  • 6. Case Study #6 - Exercise Solutions - Solution to Exercises #1 and #2
  • 7.1 Case_Study_006_Solution_003.zip
  • 7. Case Study #6 - Exercise Solutions - Solution to Exercise #3

  • 11. Case Study #7- Particle System
  • 1. Introduction to Particle System in Flame
  • 2. Particle Systems Quiz #1.html
  • 3. Creating Simple Particle Simulations
  • 4. Particle Systems Quiz #2.html
  • 5.1 Lecture_66_sources.zip
  • 5. Coding a Particle Stream Simulation
  • 6. Designing an explosion Particle Simulation
  • 7.1 Lecture_68_sources.zip
  • 7. Coding a Particle Explosion Simulation
  • 8. Designing A fireworks Particle Simulation
  • 9.1 Lecture_70_sources.zip
  • 9. Coding a fireworks Particle Simulation
  • 10. Particle Systems Quiz #2.html
  • 11.1 Lecture_71_sources.zip
  • 11. Working with SpriteSheet explosion Particle Simulation
  • 12.1 Case Study #7 - Exercises [Solutions].pdf
  • 12. Case Study #7 - Exercises
  • 13.1 Case_Study_007_Solution_001.zip
  • 13. Case Study #7 - Solution to Exercise #1
  • 14.1 Case_Study_007_Solution_002..zip
  • 14. Case Study #7 - Solution to Exercise #2 - Segment #1
  • 15. Case Study #7 - Solution to Exercise #2 - Segment #2
  • 16. Case Study #7 - Solution to Exercise #2 - Segment #3
  • 17. Case Study #7 - Solution to Exercise #2 - Segment #4
  • 18. Case Study #7 - Solution to Exercise #2 - Segment #5
  • 19. Case Study #7 - Solution to Exercise #2 - Segment #6
  • 20. Case Study #7 - Solution to Exercise #2 - Segment #7
  • 21. Case Study #7 - Solution to Exercise #2 - Segment #8

  • 12. Case Study # - Architecting and Coding the Asteroids Game
  • 1. Introduction To Our Approach
  • 2. Top Level Architecture for Our Game
  • 3.1 Lecture_84_sources.zip
  • 3. Desing Patterns We Use - Factory Method Pattern
  • 4.1 Lecture_85_sources.zip
  • 4. Design Patterns We Use - Command Pattern
  • 5. Putting It All Together - Architectually Speaking
  • 6.1 Lecture_87_sources.zip
  • 6. Using JSON and Serialization in Our Architecture
  • 7.1 Lecture_88_sources.zip
  • 7. Generating Levels for Our Game Part #1
  • 8.1 Lecture_89_sources.zip
  • 8. Generating Levels for Our Game Part #2
  • 9.1 Lecture_90_91_sources.zip
  • 9. Putting It all Together Architecture to Code Part #1
  • 10. Putting It all Together Architecture to Code Part #2
  • 11. Deploying Your Game to a Mobile Device

  • 13. Where Do You Go From Here
  • 1. Final Thoughts
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