笔者在公司前前后后做了有小一年Flutter 开发,从入门到后面业务方变动,到暂时放弃Flutter。对于Flutter争议不提,我们得承认Flutter 是一款很优秀的跨端解决方案,到前段时间的Flutter3.0的提出,3.0对游戏做了很友好的支持,笔者又重新开始以游戏为切入点 去上手Flutter。所以我们探索一下Flutter3.0 对于游戏的支持力度,是否可以低成本写出一个自己的小游戏呢?
下载以下安装包以获取 Flutter SDK 的最新稳定版本:
Intel芯片 | M1 芯片 | |
---|---|---|
flutter_macos_3.0.1-stable.zip | flutter_macos_arm64_3.0.1-stable.zip |
2 . 解压SDK
cd ~/development
unzip ~/Downloads/flutter_macos_arm64_3.0.1-stable.zip
3 . 添加环境变量:(关于Mac 环境变量 不累述:参考)
export PATH="$PATH:`pwd`/flutter/bin"
open ~/.bash_profile
source ~/.bash_profile
- 查看Flutter环境完整性:flutter doctor
flutter doctor
环境常见问题
1 . 问题1:CocoaPods环境依赖安装cocoapods
sudo gem install cocoapods
Error: To set up CocoaPods for ARM macOS, run:
arch -x86_64 sudo gem install ffi
arch -x86_64 sudo gem install ffi、
Building native extensions. This could take a while...
Successfully installed ffi-1.15.5
Parsing documentation for ffi-1.15.5
Done installing documentation for ffi after 3 seconds
1 gem installed
2 . 问题2:Some Android licenses not accepted. To resolve this, run: flutter doctor --android-licenses
flutter doctor --android-licenses
完整环境如下:非必须,缺失部分环境不影响开发
[✓] Flutter (Channel stable, 3.0.1, on macOS 12.4 21F79 darwin-arm, locale
zh-Hans-CN)
[✓] Android toolchain - develop for Android devices (Android SDK version
32.1.0-rc1)
[✓] Xcode - develop for iOS and macOS (Xcode 13.4)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.2)
[✓] IntelliJ IDEA Ultimate Edition (version 2020.3.2)
[✓] VS Code (version 1.67.2)
[✓] Connected device (4 available)
[✓] HTTP Host Availability
• No issues found!
这个 Flutter 示例游戏 repo 预先集成了应用内购买、移动广告 SDK 和许多其他成功游戏的模块;
cd flutterdemo
git clone https://github.com/flutter/samples.git
Flutter 中的入门游戏,具有移动端(iOS 和 Android)游戏的所有到发布基本集成,包括以下功能:
lib
├── src
│ ├── ads//广告
│ ├── app_lifecycle//生命周期
│ ├── audio//音频
│ ├── crashlytics//崩溃日志
│ ├── game_internals//
│ ├── games_services//游戏服务
│ ├── in_app_purchase//应用内购买
│ ├── level_selection//等级
│ ├── main_menu//menu
│ ├── play_session//
│ ├── player_progress//用户进度
│ ├── settings//设置
│ ├── style
│ └── win_game//胜利
├── ...
└── main.dart
cd samples/game_template/
flutter run
Multiple devices found:
[1]: ANA AN00 (NAB5T20525007949)
[2]: iPhone 12 (159CF48A-D131-4187-9E51-391759D8ADC8)
[3]: macOS (macos)
[4]: Chrome (chrome)
Warning: CocoaPods not installed. Skipping pod install.
CocoaPods is used to retrieve the iOS and macOS platform side's plugin code
that responds to your plugin usage on the Dart side.
Without CocoaPods, plugins will not work on iOS or macOS.
For more info, see https://flutter.dev/platform-plugins
To install see
https://guides.cocoapods.org/using/getting-started.html#installation for
instructions.
启动工程
flutter clean
flutter pub get
flutter run
通过以上模板,我们发现关键引入信息如下
games_services: ^2.0.7 # 成就和排行榜
google_mobile_ads: ^1.1.0 # 广告
in_app_purchase: ^3.0.1 # 应用内购买
广告id切换:ios/Runner/Info.plist android/app/src/main/AndroidManifest.xml
<key>GADApplicationIdentifier</key>
<string>ca-app-pub-1234567890123456~0987654321</string>
<meta-data
android:name="com.google.android.gms.ads.APPLICATION_ID"
android:value="ca-app-pub-1234567890123456~1234567890"/>
让用户登录游戏中心 (iOS) 或 Google play 游戏服务 (Android)。在进行任何操作(例如发送分数或解锁成就)之前,应该先登录。
GamesServices.signIn();
检查当前用户是否登录游戏服务(ios游戏中心或者Google play 游戏服务)
GamesServices.isSignedIn;
让用户退出 ios游戏中心/Goole Play 服务。调用后,将无法再对该用户的帐户进行任何操作。
GamesServices.signOut();
GamesServices.showAchievements();
GamesServices.showLeaderboards(iOSLeaderboardID: 'ios_leaderboard_id', androidLeaderboardID: 'android_leaderboard_id');
提交分数到排行榜
/**
入参需要android_leaderboard_id和ios_leaderboard_id
*/
GamesServices.submitScore(score: Score(androidLeaderboardID: 'android_leaderboard_id',
iOSLeaderboardID: 'ios_leaderboard_id',
value: 5));
/**
android_id
ios_id
percentComplete` 成就的完成百分比,这个参数在iOS的情况下是可选的
`steps` Android 的成就步骤
*/
GamesServices.unlock(achievement: Achievement(androidID: 'android_id',
iOSID: 'ios_id',
percentComplete: 100,
steps: 2));
增加安卓成就的步骤
final result = await GamesServices.increment(achievement: Achievement(androidID: 'android_id', steps: 50));
print(result);
GamesServices.showAccessPoint(AccessPointLocation.topLeading);
GamesServices.hideAccessPoint();
final playerID = GamesServices.getPlayerID();
final playerName = GamesServices.getPlayerName();
以上介绍了Flutter3.0和3.0对游戏友好的支持,可以方便的打通移动端,方便的接入广告等服务,可以让开发者更专注游戏本身开发,而非 广告、音频控制、用户排名,应用支付等,下面我们介绍一下Flutter 游戏的核心,常用的游戏引擎和使用。
Flame engine:https://github.com/flame-engine/flame/blob/main/i18n/README-ZH.md
Flame 引擎的目的是为使用 Flutter 开发的游戏会遇到的常见问题提供一套完整的解决方案,Flame 利用了 Flutter 的强大功能,并提供了一种轻量级的方法来为所有平台开发 2-D 游戏。
目前 Flame 提供了以下功能:
除了以上的功能以外,你可以使用一些桥接 Flame 的 package 来增强引擎本身的功能。通过这些桥接 package,你可以访问 Flame 的组件、帮助程序, 或是与其他 package 进行绑定,从而达到平滑集成的效果。目前我们有以下的桥接 package(Flame 引擎是模块化的,允许用户选择他们想要使用的 API):
analysis_options.yaml
)。Oxygen 是一个用 Dart 编写的轻量级实体组件系统框架,专注于性能和易用性。Oxygen 在设计上是不可知的,您想要使用的任何游戏引擎都可以与 Oxygen 一起使用。
目标 Oxygen 深受 ECSY 的启发,因此它具有相同的设计原则。Oxygen 的主要目标是轻巧、高性能和易于使用。借助 API 尝试并帮助您充分利用 ECS 设计模式,而不会限制您构建逻辑。
RiveAnimation.asset('assets/truck.riv');
final String assetName = 'assets/image.svg';
final Widget svg = SvgPicture.asset(
assetName,
semanticsLabel: 'Acme Logo'
);
下载
dependencies:
flutter:
sdk: flutter
flame: 1.1.1
2 .
runApp(const App());-> GameWidget(game)& 一个自定义pad 布局
class Joypad extends StatefulWidget {
//自定义pad 略 可以参考:https://pub.dev/packages/control_pad
}
1 .
class Player extends SpriteComponent with HasGameRef{
@override
Future<void> onLoad() async {
super.onLoad();
// TODO 1
sprite = await gameRef.loadSprite('player/player.png');
position = gameRef.size / 2;
}
}
Plyaer:
2 .
class MyGame extends FlameGame {
final Player _player = Player();
@override
Future<void> onLoad() async {
add(_player);
// empty
}
}
//Joypad(onDirectionChanged: onJoypadDirectionChanged) 方向控制pad
void onJoypadDirectionChanged(Direction direction) {
// TODO 2
game.onJoypadDirectionChanged(direction);
}
4 . game->player->更新方向
5 .
//Player update 更新频率为 16毫秒左右
@override
void update(double delta) {
super.update(delta);
//移动小孩
movePlayer(delta);
print('update 更新时间---》${(DateTime.now().microsecondsSinceEpoch - _timeNow)}');
_timeNow = DateTime.now().microsecondsSinceEpoch;
}
60hz=16毫秒刷新
1 . 关于移动速度和方向
void movePlayer(double delta) {
// TODO
switch (direction) {
case Direction.up:
moveUp(delta);
break;
case Direction.down:
moveDown(delta);
break;
case Direction.left:
moveLeft(delta);
break;
case Direction.right:
moveRight(delta);
break;
case Direction.none:
break;
}
}
final double _playerSpeed = 300.0;
void moveUp(double delta) {
position.add(Vector2(0, -(delta * _playerSpeed)));
}
void moveDown(double delta) {
position.add(Vector2(0, delta * _playerSpeed));
}
void moveRight(double delta) {
position.add(Vector2(delta * _playerSpeed, 0));
}
void moveLeft(double delta) {
position.add(Vector2(-delta * _playerSpeed, 0));
}
如果游戏视图的直径为 2500×2500 像素,则您的玩家从坐标 x:1250, y:1250 的中间开始。调用 moveDown
会为玩家的 Y 位置增加大约 300 像素,用户在向下方向握住手柄时,会导致精灵向下移动游戏视口。
1 . 地图
//地图也是精灵,所以加载方式跟精灵一样
class MyMap extends SpriteComponent with HasGameRef {
@override
Future<void>? onLoad() async {
sprite = await gameRef.loadSprite('player/rayworld_background.png');
size = sprite!.originalSize;
return super.onLoad();
}
}
//地图加载
class MyGame extends FlameGame {
final Player _player = Player();
final MyMap _map = MyMap();
@override
Future<void> onLoad() async {
await add(_map);//添加地图
add(_player);
}
}
2 . 添加会动的精灵 player
player_spritesheet
Player extends SpriteAnimationComponent with HasGameRef{
@override
Future<void> onLoad() async {
super.onLoad();
_loadAnimations().then((_) => {animation = _standingAnimation});
}
Future<void> _loadAnimations() async {
final spriteSheet = SpriteSheet(
image: await gameRef.images.load('player/player_spritesheet.png'),
srcSize: Vector2(29.0, 32.0),//1个精灵的像素大小
);
_runDownAnimation =
spriteSheet.createAnimation(row: 0, stepTime: _animationSpeed, to: 4);
_runLeftAnimation =
spriteSheet.createAnimation(row: 1, stepTime: _animationSpeed, to: 4);
_runUpAnimation =
spriteSheet.createAnimation(row: 2, stepTime: _animationSpeed, to: 4);
_runRightAnimation =
spriteSheet.createAnimation(row: 3, stepTime: _animationSpeed, to: 4);
_standingAnimation =
spriteSheet.createAnimation(row: 0, stepTime: _animationSpeed, to: 1);
}
void movePlayer(double delta) {
switch (direction) {
case Direction.up:
//动画方向切换
animation = _runUpAnimation;
moveUp(delta);
break;
case Direction.down:
animation = _runDownAnimation;
moveDown(delta);
break;
case Direction.left:
animation = _runLeftAnimation;
moveLeft(delta);
break;
case Direction.right:
animation = _runRightAnimation;
moveRight(delta);
break;
case Direction.none:
break;
}
}
}
至此我们的利用Flame 做的一个游戏入门就结束了
当然游戏开发很复杂,想象力最重要!
Bonfire 引擎:(RPG 类)可以创造 Flutter.2D 游戏的引擎,基于 Flame
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