我正在寻找一种方法在 Flutter 中做这样的事情:
标志本身可以是任何小部件,而不仅仅是图像。
我有将 sin 函数与有状态 Widget 结合使用的想法,但我基本上有两个问题:
如果我能解决这两点,那么我想我可以尝试根据正弦波函数的输出来提升每个像素(并稍微改变其颜色)并复制上述效果。
有人知道 Flutter 中是否可以实现这样的功能吗?谁能指出我正确的方向来实现这样的效果?
你好,你可以看看我的例子,它以一个标志作为输入并对其进行挥动效果,还要注意它上面有一个附加的阴影效果图像(重复的阴影从左到右移动)你可以删除如果你不需要它
`
import 'dart:async';
import 'dart:math' as math;
import 'dart:ui' as ui;
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
class FlagWaveAnimation extends StatefulWidget {
final double width, height, top, left;
final String imagePath;
final String shadeImagePath = 'assets/flags/shade.png'; // Ensure this path is correct
const FlagWaveAnimation({
Key? key,
required this.width,
required this.height,
required this.top,
required this.left,
required this.imagePath,
}) : super(key: key);
@override
_FlagWaveAnimationState createState() => _FlagWaveAnimationState();
}
class _FlagWaveAnimationState extends State<FlagWaveAnimation> with SingleTickerProviderStateMixin {
late Animation<double> animation;
late AnimationController controller;
ui.Image? image;
ui.Image? shadeImage;
@override
void initState() {
super.initState();
// Doubling the duration to decrease the speed of the shade animation
controller = AnimationController(
duration: const Duration(seconds: 2), // Adjusted from 1 second to 2 seconds
vsync: this,
)..repeat();
animation = Tween<double>(begin: 0, end: 2 * math.pi).animate(controller)
..addListener(() {
setState(() {});
});
loadImages();
}
Future<void> loadImages() async {
image = await loadImage(widget.imagePath);
shadeImage = await loadImage(widget.shadeImagePath);
}
Future<ui.Image> loadImage(String path) async {
final ByteData data = await rootBundle.load(path);
final ui.Codec codec = await ui.instantiateImageCodec(data.buffer.asUint8List());
final ui.FrameInfo fi = await codec.getNextFrame();
return fi.image;
}
@override
void dispose() {
controller.dispose();
super.dispose();
}
@override
Widget build(BuildContext context) {
if (image == null || shadeImage == null) return Container(); // Handle images not loaded state
return Positioned(
top: widget.top,
left: widget.left,
child: CustomPaint(
painter: FlagPainter(image!, shadeImage!, animation.value, widget.width, widget.height),
size: Size(widget.width, widget.height),
),
);
}
}
class FlagPainter extends CustomPainter {
final ui.Image image;
final ui.Image shadeImage;
final double wavePhase;
final double width;
final double height;
FlagPainter(this.image, this.shadeImage, this.wavePhase, this.width, this.height);
@override
void paint(Canvas canvas, Size size) {
// Original flag waving effect
_paintWaveEffect(canvas, size);
// Shade effect overlay
_paintShadeEffect(canvas, size);
}
void _paintWaveEffect(Canvas canvas, Size size) {
final Path path = Path();
final int waveCount = 4;
final double curvinessLevel = 1.1;
final double effectiveHeight = size.height * 0.95; // Using 95% of height for the wave effect
final double yOffset = (size.height - effectiveHeight) / 2;
path.moveTo(0, size.height);
for (double x = 0; x <= size.width; x++) {
double y = size.height - yOffset - math.sin((x / size.width) * waveCount * math.pi + wavePhase + math.pi) * curvinessLevel;
path.lineTo(x, y);
}
path.lineTo(size.width, yOffset);
for (double x = size.width; x >= 0; x--) {
double y = yOffset + math.sin((x / size.width) * waveCount * math.pi + wavePhase) * curvinessLevel;
path.lineTo(x, y);
}
path.close();
canvas.clipPath(path);
paintImage(
canvas: canvas,
rect: Rect.fromLTWH(0, 0, size.width, size.height),
image: image,
fit: BoxFit.fill,
);
}
void _paintShadeEffect(Canvas canvas, Size size) {
// Adjusting the speed of the shade effect
final double shadeWidth = width / 4;
final double animationOffset = wavePhase * width / (2 * math.pi); // Convert wavePhase to a linear translation
for (int i = 0; i < 4; i++) {
double leftPosition = (i * shadeWidth + animationOffset) % width - shadeWidth; // Ensure looping within bounds
paintImage(
canvas: canvas,
rect: Rect.fromLTWH(leftPosition, 0, shadeWidth, height),
image: shadeImage,
fit: BoxFit.fill,
opacity: 0.5, // Adjust for visual preference
);
}
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) => true;
}
`