效果

引言
在Flutter应用中实现物理动画效果,可以大大提升用户体验。本文将详细介绍如何在Flutter中创建一个模拟物理碰撞的动画小球界面,主要代码实现基于集成sensors_plus插件来获取设备的加速度传感器数据。
准备工作
在开始之前,请确保在pubspec.yaml文件中添加sensors_plus插件:
dependencies:
  flutter:
    sdk: flutter
  sensors_plus: 4.0.2
然后运行flutter pub get命令来获取依赖。
代码结构
我们将实现一个名为PhysicsBallWidget的自定义小部件,主要包含以下几部分:
- Ball类:表示每个球的基本信息。
- BadgeBallConfig类:管理每个球的状态和行为。
- PhysicsBallWidget类:主部件,包含球的逻辑和动画。
- BallItemWidget类:具体显示每个球的小部件。
- BallListPage类:测试页面,展示物理球动画效果。
Ball类
首先定义Ball类,用于表示每个球的基本信息,例如名称:
class Ball {
   
  final String name;
  Ball({
   required this.name});
}
BadgeBallConfig类
BadgeBallConfig类用于管理每个球的状态和行为,包括加速度、速度、位置等信息:
class BadgeBallConfig {
   
  final Acceleration _acceleration = Acceleration(0, 0);
  final double time = 0.02;
  late Function(Offset) collusionCallback;
  Size size = const Size(100, 100);
  Speed _speed = Speed(0, 0);
  late Offset _position;
  late String name;
  double oppositeAccelerationCoefficient = 0.7;
  void setPosition(Offset offset) {
   
    _position = offset;
  }
  void setInitSpeed(Speed speed) {
   
    _speed = speed;
  }
  void setOppositeSpeed(bool x, bool y) {
   
    if (x) {
   
      _speed.x = -_speed.x * oppositeAccelerationCoefficient;
      if (_speed.x.abs() < 5) _speed.x = 0;
    }
    if (y) {
   
      _speed.y = -_speed.y * oppositeAccelerationCoefficient;
      if (_speed.y.abs() < 5) _speed.y = 0;
    }
  }
  void setAcceleration(double x, double y) {
   
    _acceleration.x = x * oppositeAccelerationCoefficient;
    _acceleration.y = y * oppositeAccelerationCoefficient;
  }
  Speed getCurrentSpeed() => _speed;
  Offset getCurrentCenter() => Offset(
    _position.dx + size.width / 2,
    _position.dy + size.height / 2,
  );
  Offset getCurrentPosition() => _position;
  void inertiaStart(double x, double y) {
   
    if (x.abs() > _acceleration.x.abs()) _speed.x += x;
    if (y.abs() > _acceleration.y.abs()) _speed.y += y;
  }
  void afterCollusion(Offset offset, Speed speed) {
   
    _speed = Speed(
      speed.x * oppositeAccelerationCoefficient,
      speed.y * oppositeAccelerationCoefficient,
    );
    _position = offset;
    collusionCallback(offset);
  }
  Offset getOffset() {
   
    var offsetX = (_acceleration.x.abs() < 5 && _speed.x.abs() < 3) ? 0.0 : _speed.x * time + (_acceleration.x * time * time) / 2;
    var offsetY = (_acceleration.y.abs() < 5 && _speed.y.abs() < 6) ? 0.0 : _speed.y * time + (_acceleration.y * time * time) / 2;
    _position = Offset(_position.dx + offsetX, _position.dy + offsetY);
    _speed = Speed(
      _speed.x + _acceleration.x * time,
      _speed.y + _acceleration.y * time,
    );
    return _position;
  }
}
class Speed {
   
  double x;
  double y;
  Speed(this.x, this.y);
}
class Acceleration {
   
  double x;
  double y;
  Acceleration(this.x, this.y);
}
PhysicsBallWidget类
PhysicsBallWidget类是主部件,负责处理球的逻辑和动画:
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