Search packages, repositories and app categories

Package detailsv1.2.0

flutter_spritesheet_animation

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

AndroidiOSLinuxmacOSWebWindows
30-day downloads
15.8K
Likes
22
Pub points
160

Install package

flutter pub add flutter_spritesheet_animation

Package Overview

Package selection guidance compiled from public package information, community data, and project usage.

A lightweight Flutter widget for rendering spritesheet animations with grid-based layout and support for JSON atlas formats like those from TexturePacker and Aseprite. It enables named animations, multiple playback modes, and external animation control. Ideal for 2D games and interactive UIs requiring smooth sprite transitions. The package is cross-platform and integrates seamlessly into Flutter projects.

Use cases

  • 2D game character animations
  • interactive UI elements
  • sprite-based loading indicators
  • game asset rendering
  • animated icons

Key features

  • Grid-based spritesheet parsing
  • JSON atlas support (TexturePacker, Aseprite)
  • Named animation sequences
  • Playback mode control (loop, once, reverse)
  • External animation controller
  • Cross-platform compatibility

Suitable for

  • Game developers using Flutter
  • UI designers needing animated sprites
  • Projects with sprite-based assets
  • Lightweight animation requirements
  • Interactive app components

Considerations

  • Requires proper JSON atlas setup
  • Limited to 2D sprite rendering
  • No built-in physics or collision
  • Depends on external tools for sprite creation
  • Not optimized for high-frame-rate complex animations

Original README

Original README snapshot from the linked source repository. Visit the repository for the latest content.

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

Categories

Source repository

Projects using this package

No data available yet.

Rankings