Pakete, Repositories und App-Kategorien suchen

Paketdetailsv1.2.0

flutter_spritesheet_animation

Leichtgewichtiger Spritesheet-Animation-Widget für Flutter. Grid-basiertes und JSON-Atlas-Unterstützung (TexturePacker, Aseprite) mit benannten Animationen, Wiedergabemodi und externem Controller.

AndroidiOSLinuxmacOSWebWindows
30-Tage-Downloads
15.800
Likes
22
Pub-Punkte
160

Paket installieren

flutter pub add flutter_spritesheet_animation

Paketübersicht

Aus öffentlichen Paketdaten erstellte Orientierung.

Ein leichtgewichtiges Flutter-Widget zur Darstellung von Spritesheet-Animationen mit gitterbasiertem Layout und Unterstützung für JSON-Atlas-Formate wie jene aus TexturePacker und Aseprite. Es ermöglicht benannte Animationen, mehrere Wiedergabemodi und externe Animationssteuerung. Ideal für 2D-Spiele und interaktive Benutzeroberflächen, die reibungslose Sprite-Übergänge erfordern. Das Paket ist plattformübergreifend und lässt sich nahtlos in Flutter-Projekte integrieren.

Anwendungsfälle

  • 2D-Spielfigur-Animationen
  • interaktive Benutzeroberflächenelemente
  • spritebasierte Ladeindikatoren
  • Spiel-Asset-Rendern
  • animierte Symbole

Hauptmerkmale

  • Gitterbasierte Spritesheet-Auswertung
  • JSON-Atlas-Unterstützung (TexturePacker, Aseprite)
  • benannte Animationsfolgen
  • Wiedergabemodus-Steuerung (Wiederholung, einmalig, umgekehrt)
  • externes Animationssteuerungselement
  • Plattformübergreifende Kompatibilität

Geeignet für

  • Gameentwickler, die Flutter verwenden
  • UI-Designer, die animierte Sprites benötigen
  • Projekte mit spritebasierten Assets
  • Leichte Animationsanforderungen
  • Interaktive App-Komponenten

Hinweise

  • Erforderliche korrekte JSON-Atlas-Einrichtung
  • Beschränkt auf 2D-Sprite-Rendering
  • Keine eingebaute Physik oder Kollision
  • Hängt von externen Tools zur Sprite-Erstellung ab
  • Nicht für komplexe Animationen mit hoher Bildrate optimiert

Original-README

Originaler README-Schnappschuss aus dem verknüpften Quell-Repository. Aktuelle Inhalte finden Sie im Repository.

flutter_spritesheet_animation

Lightweight spritesheet animation widget for Flutter. Supports grid-based and JSON atlas (TexturePacker, Aseprite) spritesheets with named animations, playback modes, and an external controller.

Zero external dependencies - uses only the Flutter SDK.

Features

  • Grid-based spritesheet animation (uniform frame grid)
  • JSON atlas animation (TexturePacker hash/array, Aseprite)
  • Named animations via frameTags
  • Playback modes: forward, reverse, pingPong
  • External controller for programmatic control
  • Per-frame duration support from atlas data
  • Pre-computed frame rects for optimal rendering
  • Configurable FPS, looping, blend mode, box fit
  • Speed multiplier that also works on atlas animations with per-frame durations
  • Fixed repeat counts with per-cycle callbacks

Installation

dependencies:
  flutter_spritesheet_animation: ^1.0.2

Usage

Grid Mode

For spritesheets with frames arranged in a uniform grid:

SpriteAnimation.grid(
  image: AssetImage('assets/explosion.png'),
  columns: 8,
  rows: 4,
  frameCount: 30,  // optional, defaults to columns * rows
  fps: 24,
  width: 128,
  height: 128,
)
Atlas Mode

For spritesheets defined by a JSON atlas (TexturePacker or Aseprite export):

// Load atlas from asset
final atlas = await SpriteAtlas.fromAsset('assets/character.json');

SpriteAnimation.atlas(
  image: AssetImage('assets/character.png'),
  atlas: atlas,
  animation: 'idle',  // named animation from frameTags
  width: 128,
  height: 128,
)
Controller

Use SpriteAnimationController for programmatic playback control:

final controller = SpriteAnimationController(
  fps: 24,
  mode: PlayMode.pingPong,
  loop: true,
  autoPlay: false,
);

// In your widget tree
SpriteAnimation.grid(
  image: AssetImage('assets/explosion.png'),
  columns: 8,
  rows: 4,
  controller: controller,
)

// Control playback
controller.play();
controller.pause();
controller.stop();
controller.goToFrame(5);

// Change settings at runtime
controller.fps = 30;
controller.mode = PlayMode.reverse;
controller.loop = false;

// Switch named animations (atlas mode)
controller.setAnimation('walk', atlas: atlas);

// Read state
controller.isPlaying;    // bool
controller.currentFrame; // int
controller.totalFrames;  // int
controller.animationName; // String?

// Don't forget to dispose when using externally
controller.dispose();
Precaching

Pre-cache spritesheet images to eliminate loading flash:

// Single image
await SpriteAnimation.precache(
  const AssetImage('assets/explosion.png'),
  context,
);

// Multiple images in parallel
await SpriteAnimation.precacheAll([
  const AssetImage('assets/idle.png'),
  const AssetImage('assets/walk.png'),
  const AssetImage('assets/attack.png'),
], context);
Callbacks
SpriteAnimation.grid(
  image: AssetImage('assets/explosion.png'),
  columns: 8,
  rows: 4,
  loop: false,
  onFrame: (frame) => print('Frame: $frame'),
  onComplete: () => print('Animation finished'),
)
Atlas JSON Formats

TexturePacker (hash):

{
  "frames": {
    "idle_0.png": {
      "frame": { "x": 0, "y": 0, "w": 64, "h": 64 },
      "rotated": false,
      "trimmed": false,
      "spriteSourceSize": { "x": 0, "y": 0, "w": 64, "h": 64 },
      "sourceSize": { "w": 64, "h": 64 }
    }
  },
  "meta": {
    "size": { "w": 256, "h": 256 },
    "frameTags": [
      { "name": "idle", "from": 0, "to": 3 },
      { "name": "walk", "from": 4, "to": 9 }
    ]
  }
}

Aseprite (array):

{
  "frames": [
    {
      "filename": "idle_0.png",
      "frame": { "x": 0, "y": 0, "w": 64, "h": 64 },
      "duration": 100
    }
  ],
  "meta": {
    "frameTags": [
      { "name": "idle", "from": 0, "to": 3 }
    ]
  }
}

Both formats are auto-detected.

Performance

Optimized for smooth 60fps animation rendering:

  • Zero widget rebuilds: Uses CustomPainter(repaint: controller) — frame changes repaint only the paint layer, skipping build() entirely
  • Zero-allocation tick loop: Raw microsecond arithmetic instead of Duration objects in the hot path
  • Pre-computed frame rects: Grid source rectangles are calculated once at load time, not during paint
  • Reusable Paint object: Single Paint instance reused across frames, avoiding per-frame allocations
  • Accumulator-based timing: Frame advancement uses a time accumulator for accurate frame pacing
  • Image precaching: precache() / precacheAll() to eliminate loading flash
  • Multiple instances: Each widget runs independently with its own controller, ticker, and paint layer
  • No external dependencies: Zero overhead from third-party packages

API Reference

SpriteAnimation
Property Type Default Description
image ImageProvider required Spritesheet image
columns int - Grid columns (grid mode)
rows int - Grid rows (grid mode)
frameCount int? columns*rows Total frames (grid mode)
atlas SpriteAtlas - Atlas data (atlas mode)
animation String? first Animation name (atlas mode)
fps double 12 Frames per second
autoPlay bool true Start automatically
loop bool true Loop animation
mode PlayMode forward Playback direction
blendMode BlendMode srcOver Canvas blend mode
fit BoxFit contain How sprite fits in bounds
width double? - Fixed width
height double? - Fixed height
controller SpriteAnimationController? - External controller
onFrame ValueChanged<int>? - Frame change callback
onComplete VoidCallback? - Completion callback
SpriteAnimationController
Method Description
play() Start or resume playback
pause() Pause at current frame
stop() Stop and reset to frame 0
goToFrame(int) Jump to specific frame
setAnimation(String, {SpriteAtlas}) Switch named animation
dispose() Clean up resources
Property Type Default Description
speed double 1 Playback multiplier applied to the whole clock
repeatCount int? null Cycles to play before completing; null is unlimited
completedCycles int 0 Cycles finished since playback started
onCycle ValueChanged<int>? - Fires on every wrap of a looping animation
Speed

fps sets the base frame rate, but atlas animations carry per-frame durations and ignore it. speed scales the clock either way:

final controller = SpriteAnimationController(speed: 2);   // twice as fast
controller.speed = 0.5;                                    // half speed
Fixed repeats
// Play the effect three times, then stop and call onComplete
final controller = SpriteAnimationController(repeatCount: 3)
  ..onCycle = (done) => debugPrint('cycle $done')
  ..onComplete = () => debugPrint('done');

repeatCount only applies while loop is true: a non-looping animation always stops after one pass.

SpriteAtlas
Method Description
SpriteAtlas.fromJson(String) Parse from JSON string
SpriteAtlas.fromAsset(String) Load from Flutter asset
getAnimation(String) Get animation data by name
animationNames List of available animation names

License

MIT

Kategorien

Quell-Repository

Projekte, die dieses Paket verwenden

Noch keine Daten verfügbar.

Ranglisten