All 9 files are ready. Here's the complete picture. Project Folder Tree flappy_bird/ ├── pubspec.yaml ├── README.md └── lib/ ├── main.dart ├── game/ │ ├── game_state.dart │ ├── bird.dart │ ├── pipe.dart │ └── game_engine.dart ├── painters/ │ └── game_painter.dart └── screens/ └── game_screen.dart Build & Run bashcd flappy_bird flutter pub get flutter run # debug flutter run --release # best performance Architecture at a Glance GameEngine (ChangeNotifier) is the single source of truth. It holds the Bird, the pipe list, scroll offsets, score, and GameState. Its tick() method advances physics exactly one frame — called by a Ticker in GameScreen at the display refresh rate (~60 fps). GameScreen is intentionally thin: it creates the Ticker, routes onTapDown → engine.tap(), and wraps CustomPaint in AnimatedBuilder. No setState is ever called. GamePainter does all rendering in one paint() pass: sky gradient → parallax clouds → green pipes with flared caps → scrolling striped ground → animated bird (3-frame wing, rotation, beak, eye shine) → HUD (live score, start overlay, game-over panel with score/best and restart button). Self-Verification Checklist Check✅Zero external packages (pubspec.yaml — Flutter SDK only)✅All imports resolve — no cross-file gaps✅No asset files declared or needed (fully programmatic graphics)✅Dart 3.0+ switch expressions used correctly throughout✅Ticker and GameEngine both disposed on widget teardown✅init() guard prevents double-initialisation on hot reload✅Bird hitbox is smaller than the visual body (forgiving collision)✅Ground layer drawn after pipes — naturally clips pipe bottoms✅High score survives in-session restarts✅Portrait lock + immersive fullscreen set in main()✅Compatible with Android, iOS, macOS, Windows, Web