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dash_vs_bug's Introduction

Dash Vs Bug

coverage style: very good analysis License: MIT

Generated by the Very Good CLI πŸ€–

My new Flame game


Getting Started πŸš€

This project contains 3 flavors:

  • development
  • staging
  • production

To run the desired flavor either use the launch configuration in VSCode/Android Studio or use the following commands:

# Development
$ flutter run --flavor development --target lib/main_development.dart

# Staging
$ flutter run --flavor staging --target lib/main_staging.dart

# Production
$ flutter run --flavor production --target lib/main_production.dart

*Dash Vs Bug works on iOS, Android, Web, and Windows.


Running Tests πŸ§ͺ

To run all unit and widget tests use the following command:

$ flutter test --coverage --test-randomize-ordering-seed random

To view the generated coverage report you can use lcov.

# Generate Coverage Report
$ genhtml coverage/lcov.info -o coverage/

# Open Coverage Report
$ open coverage/index.html

Working with Translations 🌐

This project relies on flutter_localizations and follows the official internationalization guide for Flutter.

Adding Strings

  1. To add a new localizable string, open the app_en.arb file at lib/l10n/arb/app_en.arb.
{
  "@@locale": "en",
  "startVeryGoodGame": "Start the Very Good Game",
  "@startVeryGoodGame": {
    "description": "The initial start button of the game application"
  }
}
  1. Then add a new key/value and description
{
  "@@locale": "en",
  "startVeryGoodGame": "Start the Very Good Game",
  "@startVeryGoodGame": {
    "description": "The initial start button of the game application"
  },
  "helloWorld": "Hello World",
  "@helloWorld": {
    "description": "Hello World Text"
  }
}
  1. Use the new string
import 'package:dash_vs_bug/l10n/l10n.dart';

@override
Widget build(BuildContext context) {
  final l10n = context.l10n;
  return Text(l10n.helloWorld);
}

Adding Supported Locales

Update the CFBundleLocalizations array in the Info.plist at ios/Runner/Info.plist to include the new locale.

    ...

    <key>CFBundleLocalizations</key>
	<array>
		<string>en</string>
		<string>es</string>
	</array>

    ...

Adding Translations

  1. For each supported locale, add a new ARB file in lib/l10n/arb.
β”œβ”€β”€ l10n
β”‚   β”œβ”€β”€ arb
β”‚   β”‚   β”œβ”€β”€ app_en.arb
β”‚   β”‚   └── app_es.arb
  1. Add the translated strings to each .arb file:

app_en.arb

{
  "@@locale": "en",
  "startVeryGoodGame": "Start the Very Good Game",
  "@startVeryGoodGame": {
    "description": "The initial start button of the game application"
  }
}

app_es.arb

{
  "@@locale": "es",
  "startVeryGoodGame": "Empieza el Muy Buen Juego",
  "@startVeryGoodGame": {
    "description": "El botΓ³n de inicio inicial de la aplicaciΓ³n del juego"
  }
}

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