九、Flutter水波动画

目录
一、效果展示
二、CustomPaint
三、CustomPainter
四、水波效果
五、文字效果
六、动起来

一、效果展示

九、Flutter水波动画_第1张图片
Flutter水波动画.png

二、CustomPaint

WaterWave继承CustomPainter用画笔画出来的水波动画效果需要CustomPaint呈现出来。
CustomPaint有两个参数painter和size,painter是一个继承了CustomPainter的对象,主要实现了绘画控件的功能。size指定了控件的大小,如果CustomPaint的child不为空,size的值就是child控件的大小,指定size的值则无效;如果child为空,所指定的size的值,就是画布的大小。

CustomPaint(
                painter: WaterWave(this.variable, 0.79, this.offsetX),
                size: Size(160, 160),
              )

三、CustomPainter

WaterWave继承了CustomPainter,实现了其中两个重要方法:paint和shouldRepaint。paint当自定义控件需要重画时被调用。shouldRepaint则决定当条件变化时是否需要重画。

class WaterWave extends CustomPainter {
  @override
  void paint(Canvas canvas, Size size) {
  }

  @override
  bool shouldRepaint(ClockPainter oldDelegate) {
    return true;
  }
}

四、水波效果

绘出水波效果有几个重要的参数:波纹振幅:double waveAmplitude;
波纹周期:double waveCycle;波纹上升速度:double waveGrowth;
波浪x位移:double offsetX;当前波浪上市高度Y(高度从大到小 坐标系向下增长):double currentWavePointY; 模拟波纹:double variable;这几个参数在sin函数和cos函数地计算下模拟出水波的形状,然后画出来。

void firstWave() {
    Path path = new Path();
    double y = this.currentWavePointY;
    path.moveTo(0, y);
    for (double x = 0.0; x <= this.waterWaveWidth; x++) {
      y = this.waveAmplitude * sin(this.waveCycle * x + this.offsetX) +
          this.currentWavePointY;
      path.lineTo(x, y);
    }
    path.lineTo(this.waterWaveWidth, this.size.height);
    path.lineTo(0, this.size.height);
    path.close();
    var paint = new Paint()
      ..color = Color.fromRGBO(223, 83, 64, 1)
      ..style = PaintingStyle.fill
      ..maskFilter = MaskFilter.blur(BlurStyle.inner, 5.0);
    this.canvas.drawPath(path, paint);
  }


void secondWave() {
    Path path = new Path();
    double y = this.currentWavePointY;
    path.moveTo(0, y);
    for (double x = 0.0; x <= this.waterWaveWidth; x++) {
      y = this.waveAmplitude * cos(this.waveCycle * x + this.offsetX) +
          this.currentWavePointY;
      path.lineTo(x, y);
    }
    path.lineTo(this.waterWaveWidth, this.size.height);
    path.lineTo(0, this.size.height);
    path.close();
    var paint = new Paint()
      ..color = Color.fromRGBO(236, 90, 66, 1)
      ..style = PaintingStyle.fill
      ..maskFilter = MaskFilter.blur(BlurStyle.inner, 5.0);
    this.canvas.drawPath(path, paint);
}

五、文字效果

绘画文字的时候需要添加引用,import 'dart:ui' as UI;

 UI.ParagraphBuilder pb = UI.ParagraphBuilder(UI.ParagraphStyle(
      textAlign: TextAlign.center,
      fontWeight: FontWeight.w500,
      fontStyle: FontStyle.normal,
      fontSize: 70.0,
    ));
    pb.pushStyle(UI.TextStyle(color: Colors.white));
    pb.addText('86');
    UI.Paragraph paragraph = pb.build();
    paragraph.layout(UI.ParagraphConstraints(width: 140));
    Offset offset = Offset(10, 30.0);
    this.canvas.drawParagraph(paragraph, offset);


    UI.ParagraphBuilder pb2 = UI.ParagraphBuilder(UI.ParagraphStyle(
      textAlign: TextAlign.center,
      fontWeight: FontWeight.w500,
      fontStyle: FontStyle.normal,
      fontSize: 18.0,
    ));
    pb2.pushStyle(UI.TextStyle(color: Colors.white));
    pb2.addText('评分');
    UI.Paragraph paragraph2 = pb2.build();
    paragraph2.layout(UI.ParagraphConstraints(width: 100));
    Offset offset2 = Offset(30, 105.0);
    this.canvas.drawParagraph(paragraph2, offset2);

六、动起来

重新initState方法,添加一个定时器没25毫秒改变一下水波的波纹。
variable模拟波纹上下浮动的效果,offsetX模拟波浪的位移,从而能够增强波纹震动的效果。

@override
  void initState() {
    super.initState();

    this.variable = widget.variable;
    this.increase = widget.increase;
    this.waveSpeed = 0.4 / pi;
    this.offsetX = 0.0;

    this.timer = Timer.periodic(new Duration(milliseconds: 25), (timer) {
      setState(() {
        this.offsetX += this.waveSpeed;

        if (this.increase) {
          this.variable += 0.01;
        } else {
          this.variable -= 0.01;
        }

        if (this.variable <= 1) {
          this.increase = true;
        }

        if (this.variable >= 1.6) {
          this.increase = false;
        }
      });
    });
  }
九、Flutter水波动画_第2张图片
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