Reputation: 6166
I'm shaking a widget using the below code, but the effect is once,
how do I keep it running in a loop at timed intervals. I believe it can be done by changing the key but it's a final and can't be changed.
import 'package:flutter/material.dart';
@immutable
class ShakeWidget extends StatelessWidget {
final Duration duration;
final double deltaX;
final Widget child;
final Curve curve;
const ShakeWidget({
Key key,
this.duration = const Duration(milliseconds: 500),
this.deltaX = 20,
this.curve = Curves.bounceOut,
this.child,
}) : super(key: key);
/// convert 0-1 to 0-1-0
double shake(double animation) =>
2 * (0.5 - (0.5 - curve.transform(animation)).abs());
@override
Widget build(BuildContext context) {
return TweenAnimationBuilder<double>(
key: key,
tween: Tween(begin: 0.0, end: 1.0),
duration: duration,
builder: (context, animation, child) => Transform.translate(
offset: Offset(deltaX * shake(animation), 0),
child: child,
),
child: child,
);
}
}
Upvotes: 8
Views: 22780
Reputation: 16225
You need to use AnimationController And call repeat when the controller is completed
import 'package:flutter/material.dart';
void main() {
runApp(
const MaterialApp(
home: MyApp(),
),
);
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
@override
Widget build(BuildContext context) {
return const Scaffold(
body: SafeArea(
child: ShakeWidget(
child: Text('Hello world'),
),
),
);
}
}
class ShakeWidget extends StatefulWidget {
const ShakeWidget({
super.key,
this.duration = const Duration(milliseconds: 500),
this.deltaX = 20,
this.curve = Curves.bounceOut,
required this.child,
});
final Duration duration;
final double deltaX;
final Widget child;
final Curve curve;
@override
State<ShakeWidget> createState() => _ShakeWidgetState();
}
class _ShakeWidgetState extends State<ShakeWidget>
with SingleTickerProviderStateMixin {
late AnimationController controller;
@override
void initState() {
super.initState();
controller = AnimationController(
duration: widget.duration,
vsync: this,
)
..forward()
..addListener(() {
if (controller.isCompleted) {
controller.repeat();
}
});
}
@override
void dispose() {
controller.dispose();
super.dispose();
}
/// convert 0-1 to 0-1-0
double shake(double value) =>
2 * (0.5 - (0.5 - widget.curve.transform(value)).abs());
@override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: controller,
builder: (context, child) => Transform.translate(
offset: Offset(widget.deltaX * shake(controller.value), 0),
child: child,
),
child: widget.child,
);
}
}
Upvotes: 13
Reputation: 2127
Here is the repeating animation sample, from start → end
then from end ← start
@override
void initState() {
super.initState();
_animationController =
AnimationController(vsync: this, duration: widget.duration);
_animation = widget.tween.animate(
CurvedAnimation(parent: _animationController, curve: Curves.easeIn));
_animationController.forward();
// The looping is done via listener.
_animationController.addListener(() {
if (_animationController.isCompleted) {
_animationController.reverse();
}
if(_animationController.isDismissed){
_animationController.forward();
}
});
}
Don't forget to call _animationController.dispose()
in the state's dispose()
method.
Upvotes: 4
Reputation: 17854
The simple_animations package comes with the LoopAnimation widget which is meant for exactly this. This also means you don't have to create an AnimationController so the code's a lot cleaner.
LoopAnimation(
builder: (context, child, double value) {
return Transform.rotate(
angle: pi * value,
child: const Icon(Icons.notifications),
);
},
duration: const Duration(seconds: 1),
tween: Tween<double>(begin: 0, end: 2),
);
If you want to run an animation forward and backward continuously to get a yo-yo effect, you can use the MirrorAnimation widget instead.
Upvotes: 3
Reputation: 670
Use an AnimationController, like so:
AnimationController(
duration: const Duration(milliseconds: 300),
vsync: this,
)..repeat();
Upvotes: 9