vitality

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Description:

vitality

vitality #

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.

Examples: #
Check out these examples showcasing the versatility of the Vitality library:











Usage: #

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),
],
)
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Parameters: #


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 the ShapeType enum (FilledCircle, StrokeCicle, FilledSquare, Icon, Image, etc.) :


For Icon type, pass an IconData object:
ItemBehaviour(shape: ShapeType.Icon, icon: Icons.star)
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For Image type, pass a dart:ui Image object:
ItemBehaviour(shape: ShapeType.Image, image: /*ui.Image() here*/)
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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;
}
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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();
},
),
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Full Customization: #

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 the background parameter.

Customizing Individual Shapes: #

To customize individual shapes, you can pass a list of Shape objects as the shapes parameter. Each Shape 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),
),
]),
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Customizing Groups of Shapes: #


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 of ItemBehaviour for random selection.
colors: List of Color 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);
}
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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),
]);
}
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License

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

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