mauriciog87/flutter-agent-skill · Archived

flutter-flame-games

Comprehensive guide for building 2D games with Flutter and Flame Engine. Covers game architecture, sprites, animations, collision detection, input handling (keyboard/joystick/gamepad), camera systems, Tiled maps, audio, particles, and UI overlays. Use when creating or refactoring Flutter games.

First seen Feb 7, 2026

Installation

$ npx skills add mauriciog87/flutter-agent-skill --skill flutter-flame-games

Stronger alternatives

This repository is archived — consider an actively maintained alternative.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from mauriciog87/flutter-agent-skill.

npx skills add mauriciog87/flutter-agent-skill

Browse all from mauriciog87/flutter-agent-skill

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 3
Default branch master
Open issues 0
Status Archived

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 16,592 B
  • docs SUMMARY.md 322 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 64 installs

SKILL.md

Flame Game Development

Expert guidelines for building 2D games with Flutter and the Flame engine.

Quick Start

When starting a new Flame game or reviewing code:

  1. Game Class: Extend FlameGame with appropriate mixins (HasCollisionDetection, HasKeyboardHandlerComponents)
  2. Components: Build entities with SpriteComponent, PositionComponent, or SpriteAnimationComponent
  3. Game Loop: Implement update(double dt) for logic and render(Canvas canvas) for drawing
  4. Collision: Add CollisionCallbacks mixin and define hitboxes (CircleHitbox, RectangleHitbox)
  5. Input: Handle keyboard with KeyboardHandler, touch with TapCallbacks, joystick with JoystickComponent

Project Setup

flutter create my_game
cd my_game
flutter pub add flame

For audio support:

flutter pub add flame_audio

For Tiled map support:

flutter pub add flame_tiled

Assets Structure

assets/
├── images/
│   ├── player.png
│   ├── enemy_spritesheet.png
│   └── background.png
├── audio/
│   ├── bgm.mp3
│   └── sfx_jump.wav
└── tiles/
    └── map.tmx

Register in pubspec.yaml:

flutter:
  assets:
    - assets/images/
    - assets/audio/
    - assets/tiles/

Core Architecture

Game Class Selection

FlameGame (Recommended for most games):

class MyGame extends FlameGame with HasCollisionDetection {
  @override
  Future<void> onLoad() async {
    await add(Player());
  }
}

Low-level Game (For custom implementations):

class MyGame extends Game {
  @override
  void render(Canvas canvas) { /* Custom rendering */ }
  
  @override
  void update(double dt) { /* Custom logic */ }
}

Essential Mixins

Mixin Purpose
HasCollisionDetection Enables collision system
HasKeyboardHandlerComponents Allows keyboard input handling
HasGameReference Provides access to game instance

Component Hierarchy

Component
├── PositionComponent
│   ├── SpriteComponent
│   ├── SpriteAnimationComponent
│   ├── TextComponent
│   └── ShapeComponent
├── ParticleSystemComponent
└── ParallaxComponent

Component Lifecycle

class MyComponent extends PositionComponent {
  @override
  Future<void> onLoad() async {
    // Called once when added to game
    // Load assets, initialize state
  }
  
  @override
  void update(double dt) {
    // Called every frame
    // dt = delta time in seconds
  }
  
  @override
  void render(Canvas canvas) {
    // Called every frame for drawing
  }
  
  @override
  void onRemove() {
    // Cleanup before removal
  }
}

Working with Sprites

Static Sprite

class Player extends SpriteComponent {
  Player() : super(size: Vector2(64, 64), position: Vector2(100, 100));
  
  @override
  Future<void> onLoad() async {
    sprite = await Sprite.load('player.png');
  }
}

Sprite from SpriteSheet

class Enemy extends SpriteComponent {
  @override
  Future<void> onLoad() async {
    final spriteSheet = await SpriteSheet.load(
      'enemies.png',
      srcSize: Vector2(32, 32),
    );
    sprite = spriteSheet.getSprite(0, 0); // row, column
  }
}

PositionComponent (Custom Drawing)

class Circle extends PositionComponent {
  final Paint paint = Paint()..color = Colors.red;
  
  Circle() : super(size: Vector2.all(50));
  
  @override
  void render(Canvas canvas) {
    canvas.drawCircle(
      size.toOffset() / 2,
      size.x / 2,
      paint,
    );
  }
}

Sprite Animation

Basic Animation

class AnimatedPlayer extends SpriteAnimationComponent {
  AnimatedPlayer() : super(size: Vector2(64, 64));
  
  @override
  Future<void> onLoad() async {
    final spriteSheet = await SpriteSheet.load(
      'player_run.png',
      srcSize: Vector2(64, 64),
    );
    
    animation = spriteSheet.createAnimation(
      row: 0,
      stepTime: 0.1, // seconds per frame
      to: 8, // number of frames
    );
  }
}

Multiple Animations

class Character extends SpriteAnimationComponent with HasGameReference {
  late final SpriteAnimation runAnimation;
  late final SpriteAnimation idleAnimation;
  late final SpriteAnimation jumpAnimation;
  
  @override
  Future<void> onLoad() async {
    final spritesheet = await game.images.load('character.png');
    
    runAnimation = _createAnimation(spritesheet, row: 0, frames: 8);
    idleAnimation = _createAnimation(spritesheet, row: 1, frames: 4);
    jumpAnimation = _createAnimation(spritesheet, row: 2, frames: 6);
    
    animation = idleAnimation;
  }
  
  SpriteAnimation _createAnimation(
    Image image, {
    required int row,
    required int frames,
  }) {
    return SpriteAnimation.fromFrameData(
      image,
      SpriteAnimationData.sequenced(
        amount: frames,
        amountPerRow: frames,
        textureSize: Vector2(64, 64),
        texturePosition: Vector2(0, row * 64),
        stepTime: 0.1,
      ),
    );
  }
  
  void run() => animation = runAnimation;
  void idle() => animation = idleAnimation;
  void jump() => animation = jumpAnimation;
}

Collision Detection

Basic Setup

// Game level
class MyGame extends FlameGame with HasCollisionDetection {
  @override
  Future<void> onLoad() async {
    add(Player());
    add(Enemy());
    add(ScreenHitbox()); // Boundary collision
  }
}

// Component level
class Player extends PositionComponent with CollisionCallbacks {
  @override
  Future<void> onLoad() async {
    add(CircleHitbox(radius: 20));
    // OR
    add(RectangleHitbox(size: Vector2(40, 40)));
    // OR
    add(PolygonHitbox([
      Vector2(0, 0),
      Vector2(20, 10),
      Vector2(0, 20),
    ]));
  }
  
  @override
  void onCollision(Set<Vector2> intersectionPoints, PositionComponent other) {
    if (other is Enemy) {
      takeDamage();
    }
  }
  
  @override
  void onCollisionStart(
    Set<Vector2> intersectionPoints,
    PositionComponent other,
  ) {
    // Called once when collision begins
  }
  
  @override
  void onCollisionEnd(PositionComponent other) {
    // Called once when collision ends
  }
}

Collision Types

// Customize collision behavior
class MyHitbox extends CircleHitbox {
  MyHitbox() : super(radius: 20) {
    collisionType = CollisionType.passive; // Won't trigger collisions actively
    // Options: active, passive, inactive
  }
}

Input Handling

Keyboard Input

class Player extends SpriteComponent with KeyboardHandler {
  Vector2 velocity = Vector2.zero();
  double speed = 200;
  
  @override
  bool onKeyEvent(KeyEvent event, Set<LogicalKeyboardKey> keysPressed) {
    velocity = Vector2.zero();
    
    if (keysPressed.contains(LogicalKeyboardKey.keyA)) {
      velocity.x = -1;
    }
    if (keysPressed.contains(LogicalKeyboardKey.keyD)) {
      velocity.x = 1;
    }
    if (keysPressed.contains(LogicalKeyboardKey.keyW)) {
      velocity.y = -1;
    }
    if (keysPressed.contains(LogicalKeyboardKey.keyS)) {
      velocity.y = 1;
    }
    
    return true;
  }
  
  @override
  void update(double dt) {
    position += velocity.normalized() * speed * dt;
  }
}

Touch/Tap Input

class Button extends SpriteComponent with TapCallbacks {
  @override
  void onTapDown(TapDownEvent event) {
    scale = Vector2.all(0.9); // Visual feedback
  }
  
  @override
  void onTapUp(TapUpEvent event) {
    scale = Vector2.all(1.0);
    onPressed();
  }
  
  @override
  void onTapCancel(TapCancelEvent event) {
    scale = Vector2.all(1.0);
  }
  
  void onPressed() {
    // Handle button press
  }
}

Drag Input

class DraggableObject extends PositionComponent with DragCallbacks {
  Vector2? dragStartPosition;
  Vector2? objectStartPosition;
  
  @override
  void onDragStart(DragStartEvent event) {
    dragStartPosition = event.localPosition;
    objectStartPosition = position.clone();
  }
  
  @override
  void onDragUpdate(DragUpdateEvent event) {
    if (dragStartPosition != null && objectStartPosition != null) {
      position = objectStartPosition! + event.localPosition - dragStartPosition!;
    }
  }
  
  @override
  void onDragEnd(DragEndEvent event) {
    dragStartPosition = null;
    objectStartPosition = null;
  }
}

Camera System

Camera Following Player

class MyGame extends FlameGame with HasCollisionDetection {
  late final Player player;
  
  @override
  Future<void> onLoad() async {
    final world = World();
    player = Player();
    
    await world.add(player);
    await add(world);
    
    camera = CameraComponent.withFixedResolution(
      world: world,
      width: 800,
      height: 600,
    );
    await add(camera);
    
    camera.follow(player);
  }
}

Camera with Bounds

camera.follow(
  player,
  maxSpeed: 300,
  snap: false, // Smooth following
);

// Set world bounds
camera.setBounds(
  Rectangle.fromLTRB(0, 0, mapWidth, mapHeight),
);

Zoom

// Zoom in
camera.viewfinder.zoom = 2.0;

// Animated zoom
await camera.viewfinder.zoomTo(2.0, speed: 2.0);

Tiled Maps

Loading Tiled Maps

class MyGame extends FlameGame {
  @override
  Future<void> onLoad() async {
    final mapComponent = await TiledComponent.load(
      'map.tmx',
      Vector2(32, 32), // tile size
    );
    await add(mapComponent);
    
    // Access object layer
    final objectLayer = mapComponent.tileMap.getLayer<ObjectGroup>('objects');
    for (final object in objectLayer?.objects ?? []) {
      if (object.name == 'player_spawn') {
        add(Player(position: Vector2(object.x, object.y)));
      }
    }
  }
}

Tile Collisions

// In Tiled editor, add custom property "collision" = true to tiles
// Then in code:

@override
Future<void> onLoad() async {
  final map = await TiledComponent.load('map.tmx', Vector2(32, 32));
  await add(map);
  
  // Generate collision blocks from tile layer
  final collisionLayer = map.tileMap.getLayer<TileLayer>('ground');
  final collisionBlocks = <PositionComponent>[];
  
  for (var y = 0; y < collisionLayer!.height; y++) {
    for (var x = 0; x < collisionLayer.width; x++) {
      final tile = collisionLayer.tileData![y][x];
      if (tile.tile > 0) {
        collisionBlocks.add(
          PositionComponent(
            position: Vector2(x * 32.0, y * 32.0),
            size: Vector2.all(32),
          )..add(RectangleHitbox()),
        );
      }
    }
  }
  
  addAll(collisionBlocks);
}

Audio

Background Music

import 'package:flame_audio/flame_audio.dart';

class MyGame extends FlameGame {
  @override
  Future<void> onLoad() async {
    await FlameAudio.audioCache.load('bgm.mp3');
    FlameAudio.bgm.initialize();
    FlameAudio.bgm.play('bgm.mp3', volume: 0.5);
  }
  
  @override
  void onRemove() {
    FlameAudio.bgm.dispose();
    super.onRemove();
  }
}

Sound Effects

class Player extends PositionComponent {
  void jump() {
    FlameAudio.play('jump.wav', volume: 0.8);
    velocity.y = -300;
  }
  
  void collectCoin() {
    FlameAudio.play('coin.wav');
  }
}

Particle Effects

Basic Particle

import 'package:flame/particles.dart';

class Explosion extends ParticleSystemComponent {
  Explosion({required Vector2 position})
      : super(
          position: position,
          particle: Particle.generate(
            count: 20,
            lifespan: 0.5,
            generator: (i) => AcceleratedParticle(
              acceleration: Vector2.random() * 100,
              speed: Vector2.random() * 200,
              child: CircleParticle(
                radius: 4,
                paint: Paint()..color = Colors.orange,
              ),
            ),
          ),
        );
}

Computed Particle (Custom)

Particle.generate(
  count: 12,
  lifespan: 1.0,
  generator: (i) {
    final angle = (i / 12) * 2 * pi;
    return ComputedParticle(
      renderer: (canvas, particle) {
        final progress = particle.progress;
        final radius = 10 * (1 - progress);
        final alpha = (1 - progress) * 255;
        
        canvas.drawCircle(
          Offset(cos(angle) * 50 * progress, sin(angle) * 50 * progress),
          radius,
          Paint()..color = Colors.red.withAlpha(alpha.toInt()),
        );
      },
    );
  },
)

UI Overlays

Setup

void main() {
  runApp(
    GameWidget(
      game: MyGame(),
      overlayBuilderMap: {
        'PauseMenu': (context, game) => PauseMenuOverlay(),
        'HUD': (context, game) => HudOverlay(game: game as MyGame),
      },
      initialActiveOverlays: const ['HUD'],
    ),
  );
}

Show/Hide Overlays

class MyGame extends FlameGame {
  void showPauseMenu() {
    overlays.add('PauseMenu');
    pauseEngine();
  }
  
  void resumeGame() {
    overlays.remove('PauseMenu');
    resumeEngine();
  }
}

HUD Example

class HudOverlay extends StatelessWidget {
  final MyGame game;
  
  const HudOverlay({required this.game});
  
  @override
  Widget build(BuildContext context) {
    return ValueListenableBuilder<int>(
      valueListenable: game.score,
      builder: (context, score, child) {
        return Positioned(
          top: 20,
          left: 20,
          child: Text(
            'Score: $score',
            style: TextStyle(fontSize: 24, color: Colors.white),
          ),
        );
      },
    );
  }
}

Parallax Backgrounds

class MyGame extends FlameGame {
  @override
  Future<void> onLoad() async {
    final parallax = await loadParallaxComponent(
      [
        ParallaxImageData('bg_layer1.png'),
        ParallaxImageData('bg_layer2.png'),
        ParallaxImageData('bg_layer3.png'),
      ],
      baseVelocity: Vector2(50, 0),
      velocityMultiplierDelta: Vector2(1.5, 0),
    );
    
    add(parallax);
  }
}

Joystick Component

class MyGame extends FlameGame {
  late final JoystickComponent joystick;
  late final Player player;
  
  @override
  Future<void> onLoad() async {
    player = Player();
    await add(player);
    
    joystick = JoystickComponent(
      knob: CircleComponent(
        radius: 20,
        paint: Paint()..color = Colors.red.withAlpha(200),
      ),
      background: CircleComponent(
        radius: 50,
        paint: Paint()..color = Colors.black.withAlpha(100),
      ),
      margin: const EdgeInsets.only(left: 40, bottom: 40),
    );
    await add(joystick);
  }
  
  @override
  void update(double dt) {
    if (joystick.direction != JoystickDirection.idle) {
      player.velocity = joystick.delta * 5;
    }
    super.update(dt);
  }
}

Performance Best Practices

Delta Time Usage

Always multiply movement/animation by dt for frame-rate independence:

@override
void update(double dt) {
  // Good - frame-rate independent
  position.x += speed * dt;
  
  // Bad - frame-rate dependent
  position.x += speed;
}

Object Pooling

Reuse frequently created/destroyed objects:

class BulletPool {
  final List<Bullet> _available = [];
  final List<Bullet> _inUse = [];
  
  Bullet acquire() {
    if (_available.isEmpty) {
      return Bullet();
    }
    final bullet = _available.removeLast();
    _inUse.add(bullet);
    return bullet;
  }
  
  void release(Bullet bullet) {
    _inUse.remove(bullet);
    _available.add(bullet);
  }
}

Cleanup

Always dispose resources:

class Player extends PositionComponent {
  late final SpriteAnimationTicker ticker;
  
  @override
  void onRemove() {
    ticker.dispose();
    super.onRemove();
  }
}

References

For detailed guides on specific topics:

  • Components Deep Dive: See [references/components.md](references/components.md)
  • Collision System: See [references/collision-system.md](references/collision-system.md)
  • Input Handling: See [references/input-handling.md](references/input-handling.md)
  • Camera & Tiled Maps: See [references/camera-tiled.md](references/camera-tiled.md)
  • Audio & Particles: See [references/audio-particles.md](references/audio-particles.md)