fix: small errors in blog post

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0xflotus authored and GitHub committed 2023-02-14 23:09:43 +01:00
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commit 29a03e9e53
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+2 -2
@@ -204,7 +204,7 @@ class _LobbyDialogState extends State<_LobbyDialog> {
### Creating the FlameGame
Now the fun part starts! We will start out by creating our game class. We create a `MyGame` class that extends the [FlameGame](https://docs.flame-engine.org/1.6.0/flame/game.html) class. `FlameGame` takes care of collision detection and pan-detection, and it will also be the parent of all the components that we will add to the game. The game contains 2 components, `Player` and `Bullet`. `MyGame ` is a class that wrapps around all components of the game and can control the child components.
Now the fun part starts! We will start out by creating our game class. We create a `MyGame` class that extends the [FlameGame](https://docs.flame-engine.org/1.6.0/flame/game.html) class. `FlameGame` takes care of collision detection and pan-detection, and it will also be the parent of all the components that we will add to the game. The game contains 2 components, `Player` and `Bullet`. `MyGame ` is a class that wraps around all components of the game and can control the child components.
![Structure of the shooting game](/images/blog/flutter-realtime-game/game-structure.png)
@@ -588,7 +588,7 @@ runApp(const MyApp());
final supabase = Supabase.instance.client;
```
`RealtimeClientOptions` here is a parameter to override how many events per second each client will send to Supabase. The default is 10, but we want to ovreide to 40 to provide a more in-synced experience.
`RealtimeClientOptions` here is a parameter to override how many events per second each client will send to Supabase. The default is 10, but we want to override to 40 to provide a more in-synced experience.
With this, we are ready to get into adding the real-time features now.