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2024-07-12
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Menerapkan efek animasi fisik dalam aplikasi Flutter dapat meningkatkan pengalaman pengguna secara signifikan.Artikel ini akan memperkenalkan secara detail cara membuat antarmuka bola animasi yang mensimulasikan tabrakan fisik di Flutter. Implementasi kode utama didasarkan pada integrasisensors_plus
Plug-in untuk mendapatkan data sensor akselerasi perangkat.
Sebelum Anda mulai, pastikan Andapubspec.yaml
Tambahkan ke berkassensors_plus
Pengaya:
dependencies:
flutter:
sdk: flutter
sensors_plus: 4.0.2
lalu lariflutter pub get
perintah untuk mendapatkan dependensi.
Kami akan menerapkan program yang disebutPhysicsBallWidget
Widget khusus terutama mencakup bagian-bagian berikut:
Definisikan duluBall
Kelas digunakan untuk mewakili informasi dasar tentang setiap bola, seperti nama:
class Ball {
final String name;
Ball({required this.name});
}
BadgeBallConfig
Kelas digunakan untuk mengatur status dan perilaku setiap bola, termasuk akselerasi, kecepatan, posisi, dan informasi lainnya:
class BadgeBallConfig {
final Acceleration _acceleration = Acceleration(0, 0);
final double time = 0.02;
late Function(Offset) collusionCallback;
Size size = const Size(100, 100);
Speed _speed = Speed(0, 0);
late Offset _position;
late String name;
double oppositeAccelerationCoefficient = 0.7;
void setPosition(Offset offset) {
_position = offset;
}
void setInitSpeed(Speed speed) {
_speed = speed;
}
void setOppositeSpeed(bool x, bool y) {
if (x) {
_speed.x = -_speed.x * oppositeAccelerationCoefficient;
if (_speed.x.abs() < 5) _speed.x = 0;
}
if (y) {
_speed.y = -_speed.y * oppositeAccelerationCoefficient;
if (_speed.y.abs() < 5) _speed.y = 0;
}
}
void setAcceleration(double x, double y) {
_acceleration.x = x * oppositeAccelerationCoefficient;
_acceleration.y = y * oppositeAccelerationCoefficient;
}
Speed getCurrentSpeed() => _speed;
Offset getCurrentCenter() => Offset(
_position.dx + size.width / 2,
_position.dy + size.height / 2,
);
Offset getCurrentPosition() => _position;
void inertiaStart(double x, double y) {
if (x.abs() > _acceleration.x.abs()) _speed.x += x;
if (y.abs() > _acceleration.y.abs()) _speed.y += y;
}
void afterCollusion(Offset offset, Speed speed) {
_speed = Speed(
speed.x * oppositeAccelerationCoefficient,
speed.y * oppositeAccelerationCoefficient,
);
_position = offset;
collusionCallback(offset);
}
Offset getOffset() {
var offsetX = (_acceleration.x.abs() < 5 && _speed.x.abs() < 3) ? 0.0 : _speed.x * time + (_acceleration.x * time * time) / 2;
var offsetY = (_acceleration.y.abs() < 5 && _speed.y.abs() < 6) ? 0.0 : _speed.y * time + (_acceleration.y * time * time) / 2;
_position = Offset(_position.dx + offsetX, _position.dy + offsetY);
_speed = Speed(
_speed.x + _acceleration.x * time,
_speed.y + _acceleration.y * time,
);
return _position;
}
}
class Speed {
double x;
double y;
Speed(this.x, this.y);
}
class Acceleration {
double x;
double y;
Acceleration(this.x, this.y);
}
PhysicsBallWidget
Kelas merupakan komponen utama dan bertanggung jawab menangani logika dan animasi bola:
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter_screenutil/flutter_screenutil.dart';
import 'package:flutter_xy/application.dart';
import 'package:flutter_xy/xydemo/ball/ball_model.dart';
import 'package:sensors_plus/sensors_plus.dart';
//https://github.com/yixiaolunhui/flutter_xy
class PhysicsBallWidget extends StatefulWidget {
final List<Ball> ballList;
final double height;
final double width;
const PhysicsBallWidget({
required this.ballList,
required this.width,
required this.height,
Key? key,
}) : super(key: key);
State<StatefulWidget> createState() => _PhysicsBallState();
}
class _PhysicsBallState extends State<PhysicsBallWidget> {
List<Widget> badgeBallList = [];
List<ValueKey<BadgeBallConfig>> keyList = [];
late Size ballSize;
void initState() {
super.initState();
fillKeyList();
WidgetsBinding.instance.addPostFrameCallback((timeStamp) {
App.get().addPersistentFrameCallback(travelHitMap);
});
}
void dispose() {
App.get().removePersistentFrameCallback(travelHitMap);
super.dispose();
}
Widget build(BuildContext context) {
fillWidgetList();
return Stack(
children: badgeBallList,
);
}
void fillKeyList() {
var badgeSize = (widget.width - 20) / 6;
badgeSize = (badgeSize >= 84.0 || badgeSize <= 0.0 || !badgeSize.isFinite)
? 84.0
: badgeSize;
var maxCount = ((widget.height - badgeSize) ~/ badgeSize) *
(widget.width ~/ badgeSize);
if (widget.ballList.length >= maxCount) {
badgeSize = 50.0;
}
ballSize = Size(badgeSize, badgeSize);
var initOffsetX = 0.0;
var initOffsetY = widget.height - badgeSize;
for (var element in widget.ballList) {
keyList.add(ValueKey<BadgeBallConfig>(
BadgeBallConfig()
..size = ballSize
..name = element.name
..setPosition(Offset(initOffsetX, initOffsetY)),
));
initOffsetX += badgeSize;
if (initOffsetX + badgeSize > widget.width - 20) {
initOffsetX = 0;
initOffsetY -= badgeSize;
}
}
}
void fillWidgetList() {
badgeBallList.clear();
for (var e in keyList) {
badgeBallList.add(
BallItemWidget(
key: e,
limitWidth: widget.width,
limitHeight: widget.height,
onTap: () {},
),
);
}
}
void travelHitMap(Duration timeStamp) {
for (var i = 0; i < keyList.length - 1; i++) {
for (var j = i + 1; j < keyList.length; j++) {
hit(keyList[i].value, keyList[j].value);
}
}
}
void hit(BadgeBallConfig a, BadgeBallConfig b) {
final distance = a.size.height / 2 + b.size.height / 2;
final w = b.getCurrentCenter().dx - a.getCurrentCenter().dx;
final h = b.getCurrentCenter().dy - a.getCurrentCenter().dy;
if (sqrt(w * w + h * h) <= distance) {
var aOriginSpeed = a.getCurrentSpeed();
var bOriginSpeed = b.getCurrentSpeed();
var aOffset = a.getCurrentPosition();
var angle = atan2(h, w);
var sinNum = sin(angle);
var cosNum = cos(angle);
var aCenter = [0.0, 0.0];
var bCenter = coordinateTranslate(w, h, sinNum, cosNum, true);
var aSpeed = coordinateTranslate(
aOriginSpeed.x, aOriginSpeed.y, sinNum, cosNum, true);
var bSpeed = coordinateTranslate(
bOriginSpeed.x, bOriginSpeed.y, sinNum, cosNum, true);
var vxTotal = aSpeed[0] - bSpeed[0];
aSpeed[0] = (2 * 10 * bSpeed[0]) / 20;
bSpeed[0] = vxTotal + aSpeed[0];
var overlap = distance - (aCenter[0] - bCenter[0]).abs();
aCenter[0] -= overlap;
bCenter[0] += overlap;
var aRotatePos =
coordinateTranslate(aCenter[0], aCenter[1], sinNum, cosNum, false);
var bRotatePos =
coordinateTranslate(bCenter[0], bCenter[1], sinNum, cosNum, false);
var bOffset
X = aOffset.dx + bRotatePos[0];
var bOffsetY = aOffset.dy + bRotatePos[1];
var aOffsetX = aOffset.dx + aRotatePos[0];
var aOffsetY = aOffset.dy + aRotatePos[1];
var aSpeedF =
coordinateTranslate(aSpeed[0], aSpeed[1], sinNum, cosNum, false);
var bSpeedF =
coordinateTranslate(bSpeed[0], bSpeed[1], sinNum, cosNum, false);
a.afterCollusion(
Offset(aOffsetX, aOffsetY), Speed(aSpeedF[0], aSpeedF[1]));
b.afterCollusion(
Offset(bOffsetX, bOffsetY), Speed(bSpeedF[0], bSpeedF[1]));
}
}
List<double> coordinateTranslate(
double x, double y, double sin, double cos, bool reverse) {
return reverse
? [x * cos + y * sin, y * cos - x * sin]
: [x * cos - y * sin, y * cos + x * sin];
}
}
BallItemWidget
Kelas digunakan untuk secara khusus menampilkan setiap bola dan menangani animasi dan kejadiannya:
import 'dart:async';
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:flutter/scheduler.dart';
import 'package:flutter_screenutil/flutter_screenutil.dart';
import 'package:flutter_xy/application.dart';
import 'package:flutter_xy/xydemo/ball/ball_model.dart';
import 'package:sensors_plus/sensors_plus.dart';
class BallItemWidget extends StatefulWidget {
final double limitWidth;
final double limitHeight;
final Function onTap;
const BallItemWidget({
required this.limitWidth,
required this.limitHeight,
required this.onTap,
Key? key,
}) : super(key: key);
State<StatefulWidget> createState() => BallItemState();
}
class BallItemState extends State<BallItemWidget> {
final List<StreamSubscription<dynamic>> _streamSubscriptions = [];
late BadgeBallConfig config;
Duration sensorInterval = SensorInterval.normalInterval;
var color = Color.fromARGB(
255,
Random().nextInt(256),
Random().nextInt(256),
Random().nextInt(256),
);
Timer? timer;
double x = 0;
double y = 0;
double limitY = 0;
double limitX = 0;
void initState() {
super.initState();
initData();
_streamSubscriptions.add(
accelerometerEvents.listen(
(AccelerometerEvent event) {
config.setAcceleration(
-double.parse(event.x.toStringAsFixed(1)) * 50,
double.parse(event.y.toStringAsFixed(1)) * 50,
);
},
),
);
_streamSubscriptions.add(
userAccelerometerEvents.listen(
(UserAccelerometerEvent event) {
config.inertiaStart(
double.parse(event.x.toStringAsFixed(1)) * 50,
-double.parse(event.y.toStringAsFixed(1)) * 20,
);
},
),
);
timer = Timer.periodic(const Duration(milliseconds: 20), (timer) {
if (!SchedulerBinding.instance.hasScheduledFrame) {
SchedulerBinding.instance.scheduleFrame();
}
});
WidgetsBinding.instance.addPostFrameCallback((timeStamp) {
App.get().addPersistentFrameCallback(updatePosition);
});
}
void dispose() {
super.dispose();
for (var subscription in _streamSubscriptions) {
subscription.cancel();
}
App.get().removePersistentFrameCallback(updatePosition);
timer?.cancel();
timer = null;
}
Widget build(BuildContext context) {
return AnimatedPositioned(
left: x,
top: y,
duration: const Duration(milliseconds: 16),
child: GestureDetector(
onTap: () {
widget.onTap.call();
},
child: Container(
width: config.size.width,
alignment: Alignment.center,
height: config.size.height,
decoration: BoxDecoration(
shape: BoxShape.circle,
border: Border.all(color: color, width: 2.w),
),
child: Text(
config.name,
style: TextStyle(fontSize: 16.w, color: Colors.red),
),
),
),
);
}
void initData() {
limitX = widget.limitWidth;
limitY = widget.limitHeight;
config = (widget.key as ValueKey<BadgeBallConfig>).value;
config.collusionCallback = (offset) {
setState(() {
x = offset.dx;
y = offset.dy;
config.setPosition(offset);
});
};
x = config.getCurrentPosition().dx;
y = config.getCurrentPosition().dy;
}
void updatePosition(Duration timeStamp) {
setState(() {
var tempX = config.getOffset().dx;
var tempY = config.getOffset().dy;
if (tempX < 0) {
tempX = 0;
config.setOppositeSpeed(true, false);
}
if (tempX > limitX - config.size.width) {
tempX = limitX - config.size.width;
config.setOppositeSpeed(true, false);
}
if (tempY < 0) {
tempY = 0;
config.setOppositeSpeed(false, true);
}
if (tempY > limitY - config.size.height) {
tempY = limitY - config.size.height;
config.setOppositeSpeed(false, true);
}
x = tempX;
y = tempY;
config.setPosition(Offset(x, y));
});
}
}
BallListPage
Kelas adalah halaman ujian, digunakan untuk menampilkan efek animasi bola fisik:
import 'package:flutter/material.dart';
import 'package:flutter_xy/xydemo/ball/ball_model.dart';
import 'package:flutter_xy/xydemo/ball/ball_widget.dart';
class BallListPage extends StatefulWidget {
const BallListPage({super.key});
State<BallListPage> createState() => _BallListPageState();
}
class _BallListPageState extends State<BallListPage> {
final List<Ball> badgeList = [
Ball(name: '北京'),
Ball(name: '上海'),
Ball(name: '天津'),
Ball(name: '徐州'),
Ball(name: '南京'),
Ball(name: '苏州'),
Ball(name: '杭州'),
Ball(name: '合肥'),
Ball(name: '武汉'),
Ball(name: '常州'),
Ball(name: '香港'),
Ball(name: '澳门'),
Ball(name: '新疆'),
Ball(name: '成都'),
Ball(name: '宿迁'),
];
Widget build(BuildContext context) {
return Scaffold(
body: Stack(
children: [
PhysicsBallWidget(
ballList: badgeList,
height: MediaQuery.of(context).size.height,
width: MediaQuery.of(context).size.width,
),
],
),
);
}
}
Melalui blog ini, kami menunjukkan cara menerapkan efek animasi bola fisik di Flutter dan mengintegrasikannyasensors_plus
Plug-in untuk mendapatkan data sensor akselerasi perangkat. Saya harap blog ini dapat membantu Anda mencapai efek serupa dalam pengembangan Flutter.
Untuk detailnya, lihat: github.com/yixiaolunhui/flutter_xy