flame-docs

Provide a concise Flame engine quick reference for Dart/Flutter game development.

3|Updated Dec 22, 2025
One-click install
npx skills add https://github.com/CANTAGESTUDIO/CosmicAtlasPacker --skill flame-docs
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: flame-docs
Source: https://github.com/CANTAGESTUDIO/CosmicAtlasPacker/tree/main/.claude/skills/flame-docs
Command: npx skills add https://github.com/CANTAGESTUDIO/CosmicAtlasPacker --skill flame-docs

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a concise reference for Flame engine components, lifecycle, collision, effects, and camera usage.

Core Features & Use Cases

  • Component Lifecycle: onLoad, onMount, update, render, onRemove.
  • Core Classes & Components: FlameGame, World, PositionComponent, CameraComponent, etc.
  • Guides: Covers collisions, effects, and bridges (flame_riverpod, flame_forge2d, flame_audio).

Quick Start

Use as a quick-reference guide when building Flame-based projects.

Frequently Asked Questions about flame-docs

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up component lifecycle in Flame games?

Flame component lifecycle manages initialization and cleanup through onLoad, onMount, update, render, and onRemove methods. onLoad runs before the component is added to the game tree, onMount runs after, update handles frame logic, render draws to screen, and onRemove cleans up resources when the component is removed.

What collision detection options does Flame provide?

Flame collision detection uses hitbox types and collision callbacks to detect interactions between components. You define hitboxes on PositionComponent objects and implement collision handlers to respond when hitboxes overlap, supporting both shape-based and custom collision schemas for game mechanics.

How do I implement camera and viewport control in Flame?

Flame's CameraComponent and viewport APIs control what portion of your game world renders on screen. You configure camera position, zoom, and rotation, or choose from built-in viewport patterns to handle screen resolution scaling and follow-camera behavior for dynamic gameplay.

Can I use Flame with state management and audio packages?

Yes. Flame integrates with flame_riverpod for reactive state management, flame_forge2d for 2D physics, and flame_audio for sound playback. These bridging packages extend Flame's core functionality for complex game logic, physics simulation, and audio control within the same Dart ecosystem.

What effects and animation tools does Flame include?

Flame's effects system and controllers enable animations, transformations, and timed behaviors on components. You apply effects to control position, rotation, scale, and opacity, or build custom controllers to manage complex sequences and timing for game state changes.

Do I need prior game engine experience to use Flame?

Flame targets Dart and Flutter developers with component-based architecture that mirrors common game engine patterns. Understanding PositionComponent hierarchy, the update-render loop, and basic collision concepts helps, but the quick-reference covers core APIs to start building 2D games quickly.