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Flutter Projects

You're reading from   Flutter Projects A practical, project-based guide to building real-world cross-platform mobile applications and games

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Product type Paperback
Published in Apr 2020
Publisher Packt
ISBN-13 9781838647773
Length 490 pages
Edition 1st Edition
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Author (1):
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Simone Alessandria Simone Alessandria
Author Profile Icon Simone Alessandria
Simone Alessandria
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Table of Contents (15) Chapters Close

Preface 1. Hello Flutter! 2. Miles or Kilometers? Using Stateful Widgets FREE CHAPTER 3. My Time - Listening to a Stream of Data 4. Pong Game - 2D Animations and Gestures 5. Let's Go to the Movies - Getting Data from the Web 6. Store That Data - Using Sq(F)Lite To Store Data in a Local Database 7. Firing Up the App - Integrating Firebase into a Flutter App 8. The Treasure Mapp - Integrating Maps and Using Your Device Camera 9. Let's Play Dice: Knockout - Creating an Animation with Flare 10. ToDo App - Leveraging the BLoC Pattern and Sembast 11. Building a Flutter Web App 12. Assessment 13. Other Books You May Enjoy Appendix

Using animations

In order to create the animation that will make our ball move inside the screen, we'll use three classes, which are the base of most animations in Flutter:

  • The first class is quite predictably called Animation. The Animation class takes some values and translates them into animations. An instance of Animation is not bound to any widget on the screen, so it is unaware of what is happening on the screen: it has listeners that can check the state of the animation during each frame change.
  • The second class is AnimationController. AnimationController, as the name implies, controls the animation objects. For example, you can use it to start an animation, give it a duration, and repeat it when needed. An AnimationController can control more than one animation. For the project in this chapter, we'll only use one animation.
  • The last class we'll use is Tween...
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