Ember quest's run button was throwing an `unimplemented error`. This was
happening was `EmberQuestGame.loadGameSegments`'s pattern matching was
failing to match the block types. It seems for patterns involving
`Type`, the correct way is to use `const (Foo)`. See second example
[here](https://dart.dev/tools/linter-rules/type_literal_in_constant_pattern#details).
Expand flame_lint to respect required pub.dev checks.
We are currently losing pub points due to lint violations:

Turns out `flame_lint` does not respect lints/core which is being
enforced now by pub.
This adds that as a dependency on `flame_lint`, updates `flutter_lint`
for the packages that use that, and fix all existing violations (luckily
very few).
This change will ensure that us and everyone else who uses `flame_lint`
get all the points they deserve on pub. We can consider expanding to
`lints/recommended` in the future, but that is definitely not a
requirement at this stage (and a much bigger change).
This PR adds the following lint rules to our list:
```
always_put_required_named_parameters_first
avoid_multiple_declarations_per_line
avoid_positional_boolean_parameters
avoid_returning_null_for_void
avoid_returning_this
avoid_unnecessary_containers
enable_null_safety
library_private_types_in_public_api
no_leading_underscores_for_library_prefixes
no_leading_underscores_for_local_identifiers
prefer_null_aware_method_calls
tighten_type_of_initializing_formals
unnecessary_late
use_setters_to_change_properties
```
And these rules were considered, and some changes were made according to
them as a clean-up, but in many places they didn't make sense
(`prefer_asserts_with_message` I would have included, but there were too
many places that needed to be changes):
```
collection_methods_unrelated_type
prefer_asserts_with_message
avoid_renaming_method_parameters
```
This adds a platformer tutorial called Ember Quest. I hope I have done a service, because I am tired, lol. I am sure there will be comments. I just want to say, I did my best. I approached this as someone new to Flame, just like I was about 10 months ago. Are there concepts that can be improved, sure. We can always optimize code, but I didn't want any concepts to be super abstract. I had never coded a game before when I began my journey with Flame this year, so things might be a bit simple for experienced game developers, but for myself, I had never even thought about a game loop or animations, etc.