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flutter-animating-apps AI Agent Skill
View Source: flutter/skills
SafeInstallation
npx skills add flutter/skills --skill flutter-animating-apps 7.2K
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Implementing Flutter Animations
Contents
Core Concepts
Manage Flutter animations using the core typed Animation system. Do not manually calculate frames; rely on the framework's ticker and interpolation classes.
Animation<T>: Treat this as an abstract representation of a value that changes over time. It holds state (completed, dismissed) and notifies listeners, but knows nothing about the UI.AnimationController: Instantiate this to drive the animation. It generates values (typically 0.0 to 1.0) tied to the screen refresh rate. Always provide avsync(usually viaSingleTickerProviderStateMixin) to prevent offscreen resource consumption. Alwaysdispose()controllers to prevent memory leaks.Tween<T>: Define a stateless mapping from an input range (usually 0.0-1.0) to an output type (e.g.,Color,Offset,double). Chain tweens with curves using.animate().Curve: Apply non-linear timing (e.g.,Curves.easeIn,Curves.bounceOut) to an animation using aCurvedAnimationorCurveTween.
Animation Strategies
Apply conditional logic to select the correct animation approach:
- If animating simple property changes (size, color, opacity) without playback control: Use Implicit Animations (e.g.,
AnimatedContainer,AnimatedOpacity,TweenAnimationBuilder). - If requiring playback control (play, pause, reverse, loop) or coordinating multiple properties: Use Explicit Animations (e.g.,
AnimationControllerwithAnimatedBuilderorAnimatedWidget). - If animating elements between two distinct routes: Use Hero Animations (Shared Element Transitions).
- If modeling real-world motion (e.g., snapping back after a drag): Use Physics-Based Animations (e.g.,
SpringSimulation). - If animating a sequence of overlapping or delayed motions: Use Staggered Animations (multiple
Tweens driven by a singleAnimationControllerusingIntervalcurves).
Workflows
Implementing Implicit Animations
Use this workflow for "fire-and-forget" state-driven animations.
- Task Progress:
- Identify the target properties to animate (e.g., width, color).
- Replace the static widget (e.g.,
Container) with its animated counterpart (e.g.,AnimatedContainer). - Define the
durationproperty. - (Optional) Define the
curveproperty for non-linear motion. - Trigger the animation by updating the properties inside a
setState()call. - Run validator -> review UI for jank -> adjust duration/curve if necessary.
Implementing Explicit Animations
Use this workflow when you need granular control over the animation lifecycle.
- Task Progress:
- Add
SingleTickerProviderStateMixin(orTickerProviderStateMixinfor multiple controllers) to theStateclass. - Initialize an
AnimationControllerininitState(), providingvsync: thisand aduration. - Define a
Tweenand chain it to the controller using.animate(). - Wrap the target UI in an
AnimatedBuilder(preferred for complex trees) or subclassAnimatedWidget. - Pass the
Animationobject to theAnimatedBuilder'sanimationproperty. - Control playback using
controller.forward(),controller.reverse(), orcontroller.repeat(). - Call
controller.dispose()in thedispose()method. - Run validator -> check for memory leaks -> ensure
dispose()is called.
- Add
Implementing Hero Transitions
Use this workflow to fly a widget between two routes.
- Task Progress:
- Wrap the source widget in a
Herowidget. - Assign a unique, data-driven
tagto the sourceHero. - Wrap the destination widget in a
Herowidget. - Assign the exact same
tagto the destinationHero. - Ensure the widget trees inside both
Herowidgets are visually similar to prevent jarring jumps. - Trigger the transition by pushing the destination route via
Navigator.
- Wrap the source widget in a
Implementing Physics-Based Animations
Use this workflow for gesture-driven, natural motion.
- Task Progress:
- Set up an
AnimationController(do not set a fixed duration). - Capture gesture velocity using a
GestureDetector(e.g.,onPanEndprovidingDragEndDetails). - Convert the pixel velocity to the coordinate space of the animating property.
- Instantiate a
SpringSimulationwith mass, stiffness, damping, and the calculated velocity. - Drive the controller using
controller.animateWith(simulation).
- Set up an
Examples
Example: Explicit Animation (Staggered with AnimatedBuilder)
class StaggeredAnimationDemo extends StatefulWidget {
@override
State<StaggeredAnimationDemo> createState() => _StaggeredAnimationDemoState();
}
class _StaggeredAnimationDemoState extends State<StaggeredAnimationDemo> with SingleTickerProviderStateMixin {
late AnimationController _controller;
late Animation<double> _widthAnimation;
late Animation<Color?> _colorAnimation;
@override
void initState() {
super.initState();
_controller = AnimationController(
duration: const Duration(seconds: 2),
vsync: this,
);
// Staggered width animation (0.0 to 0.5 interval)
_widthAnimation = Tween<double>(begin: 50.0, end: 200.0).animate(
CurvedAnimation(
parent: _controller,
curve: const Interval(0.0, 0.5, curve: Curves.easeIn),
),
);
// Staggered color animation (0.5 to 1.0 interval)
_colorAnimation = ColorTween(begin: Colors.blue, end: Colors.red).animate(
CurvedAnimation(
parent: _controller,
curve: const Interval(0.5, 1.0, curve: Curves.easeOut),
),
);
_controller.forward();
}
@override
void dispose() {
_controller.dispose(); // CRITICAL: Prevent memory leaks
super.dispose();
}
@override
Widget build(BuildContext context) {
return AnimatedBuilder(
animation: _controller,
builder: (context, child) {
return Container(
width: _widthAnimation.value,
height: 50.0,
color: _colorAnimation.value,
);
},
);
}
}Example: Custom Page Route Transition
Route createCustomRoute(Widget destination) {
return PageRouteBuilder(
pageBuilder: (context, animation, secondaryAnimation) => destination,
transitionsBuilder: (context, animation, secondaryAnimation, child) {
const begin = Offset(0.0, 1.0); // Start from bottom
const end = Offset.zero;
const curve = Curves.easeOut;
final tween = Tween(begin: begin, end: end).chain(CurveTween(curve: curve));
final offsetAnimation = animation.drive(tween);
return SlideTransition(
position: offsetAnimation,
child: child,
);
},
);
}
// Usage: Navigator.of(context).push(createCustomRoute(const NextPage()));Installs
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How to use this skill
Install flutter-animating-apps by running npx skills add flutter/skills --skill flutter-animating-apps in your project directory. Run the install command above in your project directory. The skill file will be downloaded from GitHub and placed in your project.
No configuration needed. Your AI agent (Claude Code, Cursor, Windsurf, etc.) automatically detects installed skills and uses them as context when generating code.
The skill enhances your agent's understanding of flutter-animating-apps, helping it follow established patterns, avoid common mistakes, and produce production-ready output.
What you get
Skills are plain-text instruction files — not executable code. They encode expert knowledge about frameworks, languages, or tools that your AI agent reads to improve its output. This means zero runtime overhead, no dependency conflicts, and full transparency: you can read and review every instruction before installing.
Compatibility
This skill works with any AI coding agent that supports the skills.sh format, including Claude Code (Anthropic), Cursor, Windsurf, Cline, Aider, and other tools that read project-level context files. Skills are framework-agnostic at the transport level — the content inside determines which language or framework it applies to.
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