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          波浪紋的交互,css的animation

          波浪紋的交互,css的animation


          //html code
          <div class="ripple" title="謝謝點贊~~">
             <span>2021</span>
          </div>

          樣式

          缺少@types/node模塊所致。該模塊用于提供Node.js類型定義的模塊,使開發者在編寫Node.js代碼時獲得更好的代碼補全和類型檢查支持。

          解決方案1

          開啟Node.js編碼協助

          如果報錯無法下載 @types/node No @types/node versions available,可用方案2或3。

          解決方案2

          全局安裝 @types/node 包:

          npm install @types/node -g

          在 Windows 系統中,全局安裝的 node_modules 目錄路徑通常位于 C:\Users\{用戶名}\AppData\Roaming\npm\node_modules。

          在Webstorm點擊設置,選擇語言和框架->JavaScript->庫,指定文件夾為C:\Users\Administrator\AppData\Roaming\npm\node_modules\@types。

          解決方案3

          在項目中局部安裝@types/node模塊:

          npm install @types/node --save-dev

          迎去瀏覽原文:http://tryenough.com/flutter-wave

          效果



          你可以先簡單理解下貝塞爾曲線的原理:

          推薦這個關于貝塞爾的教程:http://www.html-js.com/article/1628

          代碼:

          1.創建繪制波浪邊界的代碼

          創建一個基礎的繪制類,可接收動畫的x和y值:

          import 'package:flutter/material.dart';
          abstract class BasePainter extends CustomPainter{
           Animation<double> _xAnimation;
           Animation<double> _yAnimation;
           set XAnimation(Animation<double> value) {
           _xAnimation=value;
           }
           set YAnimation(Animation<double> value) {
           _yAnimation=value;
           }
           Animation<double> get YAnimation=> _yAnimation;
           Animation<double> get XAnimation=> _xAnimation;
          }
          

          實現

          歡迎去瀏覽原文:http://tryenough.com/flutter-wave

          import 'dart:math';
          import 'package:flutter_wave/painter_base.dart';
          import 'package:flutter/material.dart';
          class WavePainter extends BasePainter {
           int waveCount;
           int crestCount;
           double waveHeight;
           List<Color> waveColors;
           double circleWidth;
           Color circleColor;
           Color circleBackgroundColor;
           bool showProgressText;
           TextStyle textStyle;
           WavePainter(
           {this.waveCount=1,
           this.crestCount=2,
           this.waveHeight,
           this.waveColors,
           this.circleColor=Colors.grey,
           this.circleBackgroundColor=Colors.white,
           this.circleWidth=5.0,
           this.showProgressText=true,
           this.textStyle=const TextStyle(
           fontSize: 60.0,
           color: Colors.blue,
           fontWeight: FontWeight.bold,
           shadows: [
           Shadow(color: Colors.grey, offset: Offset(5.0, 5.0), blurRadius: 5.0)
           ],
           )});
           @override
           void paint(Canvas canvas, Size size) {
           double width=size.width;
           double height=size.height;
           if (waveHeight==null) {
           waveHeight=height / 10;
           height=height + waveHeight;
           }
           if (waveColors==null) {
           waveColors=[
           Color.fromARGB(
           100, Colors.blue.red, Colors.blue.green, Colors.blue.blue)
           ];
           }
           Offset center=new Offset(width / 2, height / 2);
           double xMove=width * XAnimation.value;
           double yAnimValue=0.0;
           if (YAnimation !=null) {
           yAnimValue=YAnimation.value;
           }
           double yMove=height * (1.0 - yAnimValue);
           Offset waveCenter=new Offset(xMove, yMove);
           var paintCircle=new Paint()
           ..color=Colors.grey
           ..style=PaintingStyle.fill
           ..strokeWidth=circleWidth
           ..maskFilter=MaskFilter.blur(BlurStyle.inner, 5.0);
          // canvas.drawCircle(center, min(width, height) / 2, paintCircle);
           List<Path> wavePaths=[];
           for (int index=0; index < waveCount; index++) {
           double direction=pow(-1.0, index);
           Path path=new Path()
           ..moveTo(waveCenter.dx - width, waveCenter.dy)
           ..lineTo(waveCenter.dx - width, center.dy + height / 2)
           ..lineTo(waveCenter.dx + width, center.dy + height / 2)
           ..lineTo(waveCenter.dx + width, waveCenter.dy);
           for (int i=0; i < 2; i++) {
           for (int j=0; j < crestCount; j++) {
           double a=pow(-1.0, j);
           path
           ..quadraticBezierTo(
           waveCenter.dx +
           width * (1 - i - (1 + 2 * j) / (2 * crestCount)),
           waveCenter.dy + waveHeight * a * direction,
           waveCenter.dx +
           width * (1 - i - (2 + 2 * j) / (2 * crestCount)),
           waveCenter.dy);
           }
           }
           path..close();
           wavePaths.add(path);
           }
           var paint=new Paint()
           ..color=circleBackgroundColor
           ..style=PaintingStyle.fill
           ..maskFilter=MaskFilter.blur(BlurStyle.inner, 5.0);
           canvas.saveLayer(
           Rect.fromCircle(center: center, radius: min(width, height) / 2), paint);
          // canvas.drawCircle(center, min(width, height) / 2, paint);
           paint
          // ..blendMode=BlendMode.srcATop
           ..style=PaintingStyle.fill
           ..strokeWidth=2.0
           ..maskFilter=MaskFilter.blur(BlurStyle.inner, 10.0);
           for (int i=0; i < wavePaths.length; i++) {
           if (waveColors.length >=wavePaths.length) {
           paint.color=waveColors[i];
           } else {
           paint.color=waveColors[0];
           }
           canvas.drawPath(wavePaths[i], paint);
           }
          // paint.blendMode=BlendMode.srcATop;
           if (showProgressText) {
           TextPainter tp=TextPainter(
           text: TextSpan(
           text: '${(yAnimValue * 100.0).toStringAsFixed(0)}%',
           style: textStyle),
           textDirection: TextDirection.rtl)
           ..layout();
           tp.paint(
           canvas, Offset(center.dx - tp.width / 2, center.dy - tp.height / 2));
           }
           canvas.restore();
           }
           @override
           bool shouldRepaint(CustomPainter oldDelegate) {
           return oldDelegate !=this;
           }
          }
          

          歡迎去瀏覽原文:http://tryenough.com/flutter-wave

          2.創建工廠方法,用于創建波浪圖形

          import 'package:flutter/material.dart';

          import 'package:flutter_wave/painter_base.dart';

          import 'package:flutter_wave/painter/painter_wave.dart';

          abstract class BasePainterFactory {

          BasePainter getPainter();

          }

          class WavePainterFactory extends BasePainterFactory {

          BasePainter getPainter() {

          return WavePainter(

          waveCount: 1,

          waveColors: [

          Colors.lightBlueAccent[200],

          ],

          textStyle:

          TextStyle(

          fontSize: 60.0,

          foreground: Paint()

          ..color=Colors.lightBlue

          ..style=PaintingStyle.fill

          ..strokeWidth=2.0

          ..blendMode=BlendMode.difference

          ..colorFilter=ColorFilter.mode(Colors.white, BlendMode.exclusion)

          ..maskFilter=MaskFilter.blur(BlurStyle.solid, 1.0),

          fontWeight: FontWeight.bold,

          ),

          );

          }

          }

          給波浪添加動畫

          推薦你先學一下動畫基礎知識:

          https://juejin.im/post/5b6270edf265da0f473539a6

          原理解釋:

          xAnimation和yAnimation不斷的從0到1變化,然后上面繪制波浪的地方根據這些值不斷的進行繪制,形成動畫。

          import 'package:flutter_wave/painter_factory.dart';
          import 'package:flutter/material.dart';
          class ProgressManager extends StatefulWidget {
           @override
           _ProgressManagerState createState()=>
           new _ProgressManagerState().._factory=WavePainterFactory();
          }
          class _ProgressManagerState extends State<ProgressManager>
           with TickerProviderStateMixin {
           AnimationController xController;
           AnimationController yController;
           Animation<double> xAnimation;
           Animation<double> yAnimation;
           List<double> _progressList=[];
           double curProgress=0;
           BasePainterFactory _factory;
           set painter(BasePainterFactory factory) {
           _factory=factory;
           }
           setProgress(double progress) {
           _progressList.add(progress);
           onProgressChange();
           }
           onProgressChange() {
           if (_progressList.length > 0) {
           if (yController !=null && yController.isAnimating) {
           return;
           }
           double nextProgress=_progressList[0];
           _progressList.removeAt(0);
           final double begin=curProgress;
           yController=new AnimationController(
           vsync: this, duration: Duration(milliseconds: 1000));
           yAnimation=new Tween(begin: begin, end: nextProgress).animate(yController);
           yAnimation.addListener(_onProgressChange);
           yAnimation.addStatusListener(_onProgressStatusChange);
           yController.forward();
           }
           }
           @override
           void initState() {
           super.initState();
           xController=new AnimationController(
           vsync: this, duration: Duration(milliseconds: 4000));
           xAnimation=new Tween(begin: 0.0, end: 1.0).animate(xController);
           xAnimation.addListener(_change);
           yController=new AnimationController(
           vsync: this, duration: Duration(milliseconds: 5000));
           yAnimation=new Tween(begin: 0.0, end: 1.0).animate(yController);
           yAnimation.addListener(_onProgressChange);
           yAnimation.addStatusListener(_onProgressStatusChange);
           doDelay(xController, 0);
           Future.delayed(Duration(milliseconds: 3000), () {
           setProgress(0.66);
           });
           }
           @override
           Widget build(BuildContext context) {
           return Center(
           child:
           Container(
           width: MediaQuery.of(context).size.width,
           height: 400.0,
           child: new CustomPaint(
           painter: _factory.getPainter()
           ..XAnimation=xAnimation
           ..YAnimation=yAnimation,
           size: new Size(MediaQuery.of(context).size.width, 400.0),
           ),
           ),
           );
           }
           void _change() {
           setState(() {});
           }
           void _onProgressChange() {
           setState(() {
           curProgress=yAnimation.value;
           });
           }
           void _onProgressStatusChange(status) {
           if (status==AnimationStatus.completed) {
           onProgressChange();
           }
           }
           void doDelay(AnimationController controller, int delay) async {
           Future.delayed(Duration(milliseconds: delay), () {
           controller..repeat();
           });
           }
           @override
           void dispose() {
           xController.dispose();
           yController.dispose();
           xAnimation.removeListener(_change);
           yAnimation.removeListener(_onProgressChange);
           yAnimation.removeStatusListener(_onProgressStatusChange);
           super.dispose();
           }
          }
          

          使用的地方

          body: Center(
           child: Column(
           mainAxisAlignment: MainAxisAlignment.center,
           children: <Widget>[
           ProgressManager(),
           ],
           ),
           ),
          

          歡迎去瀏覽原文:http://tryenough.com/flutter-wave

          下載demo地址

          http://tryenough.com/flutter-wave


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