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pub.dev · #635 most downloaded on pub.dev
Blast colorful confetti all over the screen. Celebrate in app achievements with style. Control the velocity, angle, gravity and amount of confetti.
Last release 2 years ago
no release in 18 months
Ships unpredictably
gaps range from 2 weeks to 2.4 years
Nearly every release is documented
notes for 16 of 16 stable releases
Nothing withdrawn
no release was ever pulled
7 years old
17 releases · first in 2019
Added the concept of delta time, to allow for better simulation when the refresh rate is 120 (or more than 60). There should be no noticable change on
⛔️ Breaking!
ParticleSystem.update and Pariticle.update now contain a deltaTime argument. No changes needed from a widget level.⭐️ Added
clearAllParticles added to stop method on controller: _confettiController.stop(clearAllParticles: true); default is false. If true particles will immediately be cleared/removed on stop. Calling dispose will also clear all particles immediately.particleStatsCallback added to Confetti widget to retrieve the ParticleStats. This provides info on the particle system, such as number of active and number of total particles in memory.pauseEmissionOnLowFrameRate to Confetti widget. Default is true. This will pause additional confetti emission if the frame rate is below 60fps, and will continue when resources are available. This can be disabled by setting to false, to force particle creation regardless of frame rate.⚡️ Improved
pauseEmissionOnLowFrameRate boolean added to Confetti widget to ensure smooth 60 FPS. This may however result in no confetti appearing if other complex operations are taking up resources. Set to false to disable.One column per quarter.
Stroke width and color can now optionally be set. strokeWidth (default 0) and strokeColor (default black). Requires a stroke width bigger than 0
⭐️ Added
strokeWidth (default 0) and strokeColor (default black). Requires a stroke width bigger than 0Removed the random_color package and replaced with custom logic. Random colors may now be slightly different.
🔄 Changed
🐞 Fixed
.super call to the top of initState.Now with null safety :) - Thanks Ali1Ammar!
Now with null safety :) - Thanks Ali1Ammar!
This project publishes no release notes. Between v0.5.5 and 0.6.0-nullsafety there were 9 commits, 6 of them substantive:
Add optional createParticlePath function to pass in a custom Path for the conveti (for example a Star path, instead of the default Rectangle path). Ex
Add optional createParticlePath function to pass in a custom Path for the conveti (for example a Star path, instead of the default Rectangle path). Example updated. Thanks Artur-Wisniewski.
Fix: Animation stop event not firing. Thanks WieFel.
This project publishes no release notes. Between v0.5.4+1 and v0.5.5 there were 9 commits, 7 of them substantive:
Fix: Call play on the confetti controller from initState.
Fix: Call play on the confetti controller from initState.
Fix: Confetti emitter position set incorrectly when transitioning to a new PageView. The emitter position is now set on animation start. Fix: Set Conf
Fix: Confetti emitter position set incorrectly when transitioning to a new PageView. The emitter position is now set on animation start.
Fix: Set ConfettiControllerState.stopped on ConfettiWidget dispose.
Add canvas parameter.
Add canvas parameter.
Fix where at certain times the Confetti widget takes too long to emit. This update ensures that particles are generated on the first frame, and when t
Fix where at certain times the Confetti widget takes too long to emit. This update ensures that particles are generated on the first frame, and when there are no longer any particles on the screen but the animation is still running.
Fixed layout issue where the screen size and confetti position were not updated on layout changes. The package will now respond to screen layout and s
Fixed layout issue where the screen size and confetti position were not updated on layout changes. The package will now respond to screen layout and sizing changes.
Massive performance improvements. Should see a significant performance boost when running the application in profile/release mode. It is now possible
Massive performance improvements. Should see a significant performance boost when running the application in profile/release mode. It is now possible to add a lot more confetti without the application causing jank. It is recommended to test the use of this package on multiple devices, to ensure it does not introduce performance issues on older devices.
This update will result in a change in the default falling speed (gravity) and drag of the confetti. You may note a difference, and might be required
This update will result in a change in the default falling speed (gravity) and drag of the confetti. You may note a difference, and might be required to modify some of these paramaters to achieve the desired result
gravity to change the speed at which the confetti fallsblastDirectionality property. The default is BlastDirectionality.directional where you can specify a blastDirection to shoot the confetti in a specific direction. Change to BlastDirectionality.explosive to blast confetti in random directionsparticleDrag property to configure the drag to apply to the confettiProvide an optional minimumSize and maximumSize to customize the size of the confetti. For example, setting a minimumSize equal to Size(10,10) and a m
minimumSize and maximumSize to customize the size of the confetti. For example, setting a minimumSize equal to Size(10,10) and a maximumSize equal to Size(20,20) will create confetti with a size between these two parameters. Can be provided as an argument in the ConfettiWidgetProvide an optional Color List to specify specific colors for the confetti. A single color, for example [Colors.blue], or multiple colors [Colors.blue
[Colors.blue], or multiple colors [Colors.blue, Colors.red, Colors.green] can be provided as an argument in the ConfettiWidgetProvide optional child widget to render below the confetti
* Patch null pointer exception
Initial release. You will probably experience some performance issues if you try and create too many particles at once
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