- Welcome to Vitality, a dynamic Flutter package designed to effortlessly infuse your app with captivating live animations in the background. With just 10 lines of code, you can breathe life into your UI by adding randomly moving icons, circles, rectangles, images, and more. Let's explore how you can enhance your app's visual appeal with ease.
Check out these examples showcasing the versatility of the Vitality library:
- The Vitality package is designed with simplicity in mind, making integration a breeze. Take a look at the example below to quickly grasp how to use it:
Vitality.randomly(
background: Colors.black,
maxOpacity: 0.8,
minOpacity: 0.3,
itemsCount: 80,
enableXMovements: false,
whenOutOfScreenMode: WhenOutOfScreenMode.Teleport,
maxSpeed: 1.5,
maxSize: 30,
minSpeed: 0.5,
randomItemsColors: [Colors.yellowAccent, Colors.white],
randomItemsBehaviours: [
ItemBehaviour(shape: ShapeType.Icon, icon: Icons.star),
ItemBehaviour(shape: ShapeType.Icon, icon: Icons.star_border),
ItemBehaviour(shape: ShapeType.StrokeCircle),
],
)
-
whenOutOfScreenMode
Determines how a shape behaves at the screen edge, values are:none
: It does nothing and continues its movements out the screen.Reflect
: It bounces and returns in the oppisite direction.Teleport
: It continues its movements to the other side of the screen.
-
randomItemsBehaviours
Defines the shapes that the library can generate. Choose from theShapeType
enum (FilledCircle
,StrokeCicle
,FilledSquare
,Icon
,Image
, etc.) :-
For
Icon
type, pass anIconData
object:ItemBehaviour(shape: ShapeType.Icon, icon: Icons.star)
-
For
Image
type, pass adart:ui Image
object:ItemBehaviour(shape: ShapeType.Image, image: /*ui.Image() here*/)
Sample code to load an image from assets:
- Convert the path into
dart:ui Image
object
import 'dart:ui' as ui; import 'package:flutter/services.dart'; Future<ui.Image> loadImage(String assetPath) async { ByteData data = await rootBundle.load(assetPath); List<int> bytes = data.buffer.asUint8List(); ui.Codec codec = await ui.instantiateImageCodec(Uint8List.fromList(bytes)); ui.FrameInfo fi = await codec.getNextFrame(); return fi.image; }
- Integrate this function into your code :
FutureBuilder<ui.Image>( future: loadImage('assets/images/your_image.png'), builder: (context, snapshot) { if (snapshot.connectionState == ConnectionState.done) { return Vitality.randomly( whenOutOfScreenMode: WhenOutOfScreenMode.Reflect, randomItemsColors: const [Colors.yellow], randomItemsBehaviours: [ ItemBehaviour( shape: ShapeType.Image, image: snapshot.data!, ) ], ); } return const CircularProgressIndicator(); }, ),
- Convert the path into
-
- If you desire even more customization in your animations, Vitality provides a custom mode that is straightforward to use. In this mode, you can specify the exact shapes, icons, or images you want to animate using the
shapes
parameter. Additionally, you can control the background with thebackground
parameter.
- To customize individual shapes, you can pass a list of
Shape
objects as theshapes
parameter. EachShape
object includes the following properties:pos
: Initial position of the shape [Offset
].dx
: Speed on the X-axis [double
].dy
: Speed on the Y-axis [double
].size
: Size of the shape [double
].color
: Color of the shape [Color
].whenOutOfScreenMode
: Behavior of the shape at the screen edge [WhenOutOfScreenMode
].behaviour
: Structure of the shape [ItemBehaviour
].
Vitality.custom(shapes: [
Shape(
pos: const Offset(30, 30),
dx: 0.3,
dy: 0,
size: 160,
color: Colors.yellow,
whenOutOfScreenMode: WhenOutOfScreenMode.Reflect,
behaviour: ItemBehaviour(shape: ShapeType.Icon, icon: Icons.sunny),
),
]),
-
For more dynamic combinations, you can use the
ShapesGenerator
class. This class allows you to generate shapes with specific properties, resulting in an easier way to seamlessly combine multiple shapes, allowing you to effortlessly craft a beautiful background. The parameters include:minWidth
,minHeight
: Minimum width and height for random generation [double].maxWidth
,maxHeigh
: Maximum width and height for random generation [double].enableXMovements
,enableYMovements
: Whether or not the shapes will move on the X and Y axes [bool].minSize
,maxSize
: Minimum and maximum size values for shapes [double].minOpacity
,maxOpacity
: Minimum and maximum opacity values for shapes (values between 0 and 1) [double].minSpeed
,maxSpeed
: Minimum and maximum speed values for shapes [double].behaviours
: List ofItemBehaviour
for random selection.colors
: List ofColor
for random selection.whenOutOfScreenMode
: What will happen when shapes reach the screen edge [WhenOutOfScreenMode
].
List<Shape> getClouds(Size size) {
return ShapesGenerator.randomly(
maxWidth: size.width,
maxHeight: size.height / 3,
enableYMovements: false,
maxSize: 60,
minSize: 50,
maxOpacity: 0.9,
minOpacity: 0.5,
whenOutOfScreenMode: WhenOutOfScreenMode.Reflect,
behaviours: [ItemBehaviour(shape: ShapeType.Icon, icon: Icons.cloud)],
colors: const [Colors.white],
).getShapes(10);
}
Now, let's mix different shapes to make something truly magical.
List<Shape> getClouds(Size size) {
return ShapesGenerator.randomly(
maxWidth: size.width,
maxHeight: size.height / 3,
enableYMovements: false,
maxSize: 60,
minSize: 50,
maxOpacity: 0.9,
minOpacity: 0.5,
whenOutOfScreenMode: WhenOutOfScreenMode.Reflect,
behaviours: [ItemBehaviour(shape: ShapeType.Icon, icon: Icons.cloud)],
colors: const [Colors.white],
).getShapes(10);
}
List<Shape> getGroundShapes(Size size) {
return ShapesGenerator.randomly(
minHeight: size.height - 130,
maxWidth: size.width,
maxHeight: size.height,
enableYMovements: false,
maxSize: 190,
minSize: 90,
maxOpacity: 1,
minOpacity: 0.5,
whenOutOfScreenMode: WhenOutOfScreenMode.none,
behaviours: [
ItemBehaviour(shape: ShapeType.Icon, icon: Icons.circle)
],
colors: const [Colors.green],
maxSpeed: 0,
minSpeed: 0
).getShapes(40);
}
@override
Widget build(BuildContext context) {
Size size = MediaQuery.of(context).size;
return Vitality.custom(background: Colors.blue, shapes: [
Shape(
pos: const Offset(30, 30),
dx: 0.3,
dy: 0,
size: 160,
color: Colors.yellow,
whenOutOfScreenMode: WhenOutOfScreenMode.Reflect,
behaviour: ItemBehaviour(shape: ShapeType.Icon, icon: Icons.sunny),
),
...getClouds(size),
...getGroundShapes(size),
]);
}