效果
引言
在Flutter应用中实现物理动画效果,可以大大提升用户体验。本文将详细介绍如何在Flutter中创建一个模拟物理碰撞的动画小球界面,主要代码实现基于集成sensors_plus
插件来获取设备的加速度传感器数据。
准备工作
在开始之前,请确保在pubspec.yaml
文件中添加sensors_plus
插件:
dependencies:
flutter:
sdk: flutter
sensors_plus: 4.0.2
然后运行flutter pub get
命令来获取依赖。
代码结构
我们将实现一个名为PhysicsBallWidget
的自定义小部件,主要包含以下几部分:
- Ball类:表示每个球的基本信息。
- BadgeBallConfig类:管理每个球的状态和行为。
- PhysicsBallWidget类:主部件,包含球的逻辑和动画。
- BallItemWidget类:具体显示每个球的小部件。
- BallListPage类:测试页面,展示物理球动画效果。
Ball类
首先定义Ball
类,用于表示每个球的基本信息,例如名称:
class Ball {
final String name;
Ball({
required this.name});
}
BadgeBallConfig类
BadgeBallConfig
类用于管理每个球的状态和行为,包括加速度、速度、位置等信息:
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类
PhysicsBallWidget
类是主部件,负责处理球的逻辑和动画:
import