Cookbook: Camera Follow
In a world larger than the screen, you need a camera that tracks the player. This tutorial builds a tracking system using interpolation to coordinate the camera position and ensure the view remains steady as the player moves.
Cookbook: Sprite Sheets & Grids
For animations and tilemaps, sprite sheets are more efficient than individual images. This tutorial explains how to slice a texture into a uniform grid and render specific frames using the engine's declarative widget pattern.
Cookbook: Input & Movement
Goo2D uses an action-based input system. Instead of checking for specific keys, you define logical actions (like "move") and bind keys to them. This tutorial explains how to implement smooth 2D movement and a polished "banking" effect.
Cookbook: Collisions & Triggers
Detecting interaction between game objects is a core mechanic. This tutorial explains how to use CollisionTrigger components and Behavior classes to handle physical reactions like bouncing and visual state changes.
Cookbook: Audio & Sound
Goo2D integrates with the high-performance SoLoud audio engine via the AudioSystem. This tutorial covers setting up the audio system, playing background music, and triggering spatialized sound effects.
Cookbook: Coroutines & Sequences
Coroutines allow you to write multi-step logic in a single, linear function without blocking the main game loop. In Goo2D, coroutines are implemented as Dart async* streams that the engine processes frame-by-frame.