text stringlengths 1 474 |
|---|
@override |
void dispose() { |
_bannerAd?.dispose(); |
super.dispose(); |
} |
/// Loads a banner ad. |
void _loadAd() { |
final bannerAd = BannerAd( |
size: widget.adSize, |
adUnitId: widget.adUnitId, |
request: const AdRequest(), |
listener: BannerAdListener( |
// Called when an ad is successfully received. |
onAdLoaded: (ad) { |
if (!mounted) { |
ad.dispose(); |
return; |
} |
setState(() { |
_bannerAd = ad as BannerAd; |
}); |
}, |
// Called when an ad request failed. |
onAdFailedToLoad: (ad, error) { |
debugPrint('BannerAd failed to load: $error'); |
ad.dispose(); |
}, |
), |
); |
// Start loading. |
bannerAd.load(); |
} |
}<code_end> |
lightbulb Tip |
In many cases, you will want to load the ad outside a widget.For example, you can load it in a ChangeNotifier, a BLoC, a controller, |
or whatever else you are using for app-level state. This way, you can |
preload a banner ad in advance, and have it ready to show for when the |
user navigates to a new screen.Verify that you have loaded the BannerAd instance before showing it with |
an AdWidget, and that you dispose of the instance when it is no longer |
needed. |
<topic_end> |
<topic_start>Add multiplayer support using Firestore |
Multiplayer games need a way to synchronize game states between players. |
Broadly speaking, two types of multiplayer games exist:High tick rate. |
These games need to synchronize game states many times per second |
with low latency. |
These would include action games, sports games, fighting games.Low tick rate. |
These games only need to synchronize game states occasionally |
with latency having less impact. |
These would include card games, strategy games, puzzle games.This resembles the differentiation between real-time versus turn-based |
games, though the analogy falls short. |
For example, real-time strategy games run—as the name suggests—in |
real-time, but that doesn’t correlate to a high tick rate. |
These games can simulate much of what happens |
in between player interactions on local machines. |
Therefore, they don’t need to synchronize game states that often.If you can choose low tick rates as a developer, you should. |
Low tick lowers latency requirements and server costs. |
Sometimes, a game requires high tick rates of synchronization. |
For those cases, solutions such as Firestore don’t make a good fit. |
Pick a dedicated multiplayer server solution such as Nakama. |
Nakama has a Dart package.If you expect that your game requires a low tick rate of synchronization, |
continue reading.This recipe demonstrates how to use the |
cloud_firestore package |
to implement multiplayer capabilities in your game. |
This recipe doesn’t require a server. |
It uses two or more clients sharing game state using Cloud Firestore.<topic_end> |
<topic_start> |
1. Prepare your game for multiplayer |
Write your game code to allow changing the game state |
in response to both local events and remote events. |
A local event could be a player action or some game logic. |
A remote event could be a world update coming from the server.To simplify this cookbook recipe, start with |
the card template that you’ll find |
in the flutter/games repository. |
Run the following command to clone that repository:Open the project in templates/card.info Note |
You can ignore this step and follow the recipe with your own game |
project. Adapt the code at appropriate places.<topic_end> |
<topic_start> |
2. Install Firestore |
Cloud Firestore is a horizontally scaling, |
NoSQL document database in the cloud. |
It includes built-in live synchronization. |
This is perfect for our needs. |
It keeps the game state updated in the cloud database, |
so every player sees the same state.If you want a quick, 15-minute primer on Cloud Firestore, |
check out the following video:To add Firestore to your Flutter project, |
follow the first two steps of the |
Get started with Cloud Firestore guide:The desired outcomes include:You don’t need to write any Dart code in this step. |
As soon as you understand the step of writing |
Dart code in that guide, return to this recipe.<topic_end> |
<topic_start> |
3. Initialize Firestore |
Open lib/main.dart and import the plugins, |
as well as the firebase_options.dart file |
that was generated by flutterfire configure in the previous step. |
<code_start>import 'package:cloud_firestore/cloud_firestore.dart'; |
import 'package:firebase_core/firebase_core.dart'; |
import 'firebase_options.dart';<code_end> |
Add the following code just above the call to runApp() |
in lib/main.dart: |
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