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A Flutter package with 45 composable text animation effects, sequence widgets, and 4 animated counter widgets.

animated_text_effects #

A Flutter package for text with 45 composable animation effects and 4 animated counter widgets. Combine effects freely, control playback, and persist state across scroll off-screen.

Flutter License Version


✨ Features #

  • 45 effects — fade, wave, typewriter, fire, smoke, matrix rain, glitch, scramble, shake, tracking, glow reveal, kinetic type, split reveal, ink drops, and more
  • Composable — apply multiple effects simultaneously (opacity multiplies, translation sums, last color wins)
  • Loop modes — forward, ping-pong, or finite repeat counts
  • External controllerTextEffectController for play/pause/stop/seek
  • Scroll persistence — animations survive scrolling off-screen via keepAlive (default true)
  • Counter widgetsAnimatedCounter, AnimatedPercentage, AnimatedCurrency, AnimatedStatCard, RollingDigitCounter
  • Sequence widgetsAnimatedTextSequence for sequential multi-text playback, AnimatedRichText for mixing static & animated text inline
  • Interactive demos — included in example app with real-time parameter controls

📋 Effects #

# Effect Widget Description
1 Fade FadeEffect Characters fade in sequentially
2 Gradient GradientEffect Animated color sweep across text
3 Wave WaveEffect Characters scale up/down in a wave
4 Typewriter TypewriterEffect Classic typewriter reveal with cursor
5 Bounce BounceEffect Characters bounce vertically in sequence
6 Shimmer ShimmerEffect Highlight sweep across the text
7 Slide SlideEffect Characters slide in from any direction
8 Blur BlurEffect Characters transition blurry-to-sharp
9 Rainbow RainbowEffect Cycling rainbow colors per character
10 Glow GlowEffect Pulsing glow behind text
11 Ripple RippleEffect Circular ripple from center outward
12 Spin SpinEffect Characters rotate around their center
13 Flip FlipEffect Characters flip horizontally
14 Wiggle WiggleEffect Random-angle jitter per character
15 Pulse PulseEffect Scale pulsing rhythm
16 Scatter ScatterEffect Characters fly in from random offsets
17 Neon Flicker NeonFlickerEffect Random flicker with glow color
18 Elastic ElasticEffect Overshoot bounce with elastic curve
19 Highlight HighlightEffect Background color highlight sweep
20 Underline UnderlineEffect Animated underline per character
21 Progress Text ProgressTextEffect Binary color switch left-to-right
22 Staggered Appear StaggeredAppearEffect Sequential slide+opacity from any direction
23 Fire FireEffect Flickering orange/red/yellow flames
24 Smoke SmokeEffect Rising smoky particles that fade
25 VHS Glitch VHSGlitchEffect Scan lines + color shift + jitter
26 Reveal RevealEffect Clip-reveal from top/bottom/left/right
27 Liquid LiquidEffect Wavy distortion + gradient swoosh
28 Scanner ScannerEffect Scanning line reveal with clip
29 Wave Color WaveColorEffect Color wave across characters
30 Breathing Opacity BreathingOpacityEffect Slow pulsing opacity
31 Conveyor Belt ConveyorBeltEffect Characters loop horizontally
32 Melt Drip MeltDripEffect Stretch + slide down like melting
33 Sparkle Twinkle SparkleTwinkleEffect Random sparkle highlights
34 Matrix Rain MatrixRainEffect Green rain characters falling
35 Glitch Split GlitchSplitEffect Horizontal split with offset jitter
36 Scramble ScrambleEffect Characters unscramble from random chars via character override
37 Pop In PopInEffect Scale overshoot entrance (peak > 1.0, settles at 1.0)
38 Shake ShakeEffect Earthquake-style jitter with decreasing intensity
39 Flag Wave FlagWaveEffect 3D rotationY sinusoidal wave (like a waving flag)
40 Random Reveal RandomRevealEffect Characters reveal in random order via noise threshold
41 Tracking TrackingEffect Letter-spacing expansion from center or rightward
42 Glow Reveal GlowRevealEffect Cinematic bloom-to-sharp (blur + scale + opacity)
43 Kinetic Type KineticTypeEffect Continuous wave bob/floating (Apple keynote style)
44 Split Reveal SplitRevealEffect Characters split from center (left half from left, right from right)
45 Ink Drops InkDropsEffect Ink splatter reveal outward from random drop points

📟 Counter Widgets #

Widget Description
AnimatedCounter Generic animated number (int or double) with color lerp and scale pulse
AnimatedPercentage AnimatedCounter with % suffix
AnimatedCurrency AnimatedCounter with symbol, thousands separator, plus sign
AnimatedStatCard Material card with icon, label, and AnimatedCounter
RollingDigitCounter Digit-box style counter with per-character boxes

📦 Sequence widgets #

AnimatedTextSequence — sequential multi-text playback #

Cycle through a list of texts with individual effects, transition animations, and configurable display/transition durations.

AnimatedTextSequence(
  texts: [
    SequenceText('Hello', effects: const [FadeEffect()]),
    SequenceText('World', effects: const [WaveEffect()]),
    SequenceText('!', effects: const [BounceEffect()]),
  ],
  repeat: true,
  displayDuration: Duration(seconds: 3),
  transitionDuration: Duration(milliseconds: 600),
  transitionEffect: FadeEffect(),
  style: TextStyle(fontSize: 28, fontWeight: FontWeight.bold),
)

Gap between texts #

Insert static separator text between sequence items using SequenceText with no effects:

AnimatedTextSequence(
  texts: [
    SequenceText('Hello', effects: const [FadeEffect()]),
    SequenceText(' • ', effects: const []),  // static gap
    SequenceText('World', effects: const [FadeEffect()]),
  ],
  repeat: true,
  style: TextStyle(fontSize: 28),
)

AnimatedRichText — inline static + animated segments #

Mix static text with animated segments inside a single widget:

AnimatedRichText(
  segments: [
    const TextSegment.static('Static prefix '),
    TextSegment.animated('Animated!', effects: const [FadeEffect(), WaveEffect()]),
    const TextSegment.static(' Static suffix'),
  ],
  repeat: true,
  style: TextStyle(fontSize: 28, fontWeight: FontWeight.bold),
)

🚀 Getting started #

Import #

import 'package:animated_text_effects/animated_text_effects.dart';

📖 Usage #

Basic — single effect #

AnimatedText(
  'Hello World',
  effects: const [FadeEffect()],
  style: TextStyle(fontSize: 32),
)

Loop modes #

// Infinite forward
AnimatedText(text, effects: const [WaveEffect()], repeat: true);

// Ping-pong (requires repeat: true)
AnimatedText(text, effects: const [BounceEffect()], repeat: true, reverse: true);

Multiple combined effects #

AnimatedText(
  'Fade + Wave + Gradient',
  effects: const [
    FadeEffect(delayBetweenChars: Duration(milliseconds: 30)),
    WaveEffect(scaleMin: 0.8, scaleMax: 1.2),
    GradientEffect(colors: [Colors.cyan, Colors.purple, Colors.orange]),
  ],
  repeat: true,
  style: TextStyle(fontSize: 24, fontWeight: FontWeight.bold),
)

External controller #

final controller = TextEffectController();

AnimatedText('Controlled text', effects: const [FadeEffect()], controller: controller);

controller.play();
controller.pause();
controller.stop();
controller.repeat();                  // infinite forward
controller.repeat(reverse: true);     // ping-pong
controller.repeat(count: 3);          // finite count
controller.seekTo(0.5);              // jump to 50%

Scroll persistence #

AnimatedText and AnimatedCounter preserve animation state when scrolling off-screen:

AnimatedText('Stays alive', effects: const [FadeEffect()], keepAlive: true);
AnimatedCounter(value: 42, keepAlive: true);

Use TextEffectController to persist state across widget mount/unmount cycles:

final controller = TextEffectController();

@override
void dispose() {
  controller.dispose(); // saves progress internally
  super.dispose();
}

🎛️ Effect reference #

FadeEffect #

FadeEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeInOut,
  Duration delayBetweenChars = 50ms,
  double opacityFrom = 0.0,
  double opacityTo = 1.0,
})

GradientEffect #

GradientEffect({
  Duration duration = 2000ms,
  Curve curve = Curves.linear,
  List<Color> colors = [Colors.blue, Colors.purple, Colors.pink],
  Axis direction = Axis.horizontal,
})

WaveEffect #

WaveEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  double scaleMin = 0.5,
  double scaleMax = 1.5,
  int waveCount = 2,
})

TypewriterEffect #

TypewriterEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.linear,
  Duration delayBetweenChars = 80ms,
  String cursor = '|',
  Color? cursorColor,
})

BounceEffect #

BounceEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeOut,
  double height = 12.0,
  int bounceCount = 1,
  Duration delayBetweenChars = 60ms,
})

ShimmerEffect #

ShimmerEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  Color baseColor = Colors.grey,
  Color highlightColor = Colors.white,
  double width = 0.3,
})

SlideEffect #

SlideEffect({
  Duration duration = 800ms,
  Curve curve = Curves.easeOut,
  Duration delayBetweenChars = 30ms,
  SlideDirection direction = SlideDirection.left,
  double distance = 50.0,
})

Directions: left, right, up, down, topLeft, topRight, bottomLeft, bottomRight.

BlurEffect #

BlurEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeOut,
  Duration delayBetweenChars = 40ms,
  double sigmaFrom = 8.0,
  double sigmaTo = 0.0,
})

RainbowEffect #

RainbowEffect({
  Duration duration = 2000ms,
  Curve curve = Curves.linear,
  double saturation = 0.8,
  double lightness = 0.5,
})

GlowEffect #

GlowEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  Color color = Colors.cyan,
  double radius = 8.0,
  double minOpacity = 0.2,
  double maxOpacity = 0.8,
})

RippleEffect #

RippleEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeOut,
  Color? color,
  double scale = 1.5,
  double opacityFrom = 0.6,
})

SpinEffect #

SpinEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  double rotations = 1,
})

FlipEffect #

FlipEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeInOut,
  double angleFrom = 0.0,
  double angleTo = 3.1416,
})

WiggleEffect #

WiggleEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeInOut,
  double maxAngle = 0.2,
})

PulseEffect #

PulseEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeInOut,
  double scaleMin = 0.8,
  double scaleMax = 1.2,
})

ScatterEffect #

ScatterEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeOut,
  double maxOffset = 80.0,
})

NeonFlickerEffect #

NeonFlickerEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.linear,
  Color color = Colors.cyan,
  double glowRadius = 10.0,
})

ElasticEffect #

ElasticEffect({
  Duration duration = 1200ms,
  Curve curve = Curves.elasticOut,
  double height = 20.0,
})

HighlightEffect #

HighlightEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  Color color = Colors.yellow,
  double opacity = 0.4,
})

UnderlineEffect #

UnderlineEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  Color color = Colors.blue,
  double height = 3.0,
})

ProgressTextEffect #

ProgressTextEffect({
  Duration duration = 2000ms,
  Curve curve = Curves.linear,
  Color activeColor = Colors.green,
  Color inactiveColor = Colors.grey,
})

StaggeredAppearEffect #

StaggeredAppearEffect({
  Duration duration = 1200ms,
  Curve curve = Curves.easeOut,
  Duration delayBetweenChars = 40ms,
  SlideDirection direction = SlideDirection.down,
  double distance = 30.0,
})

FireEffect #

FireEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.linear,
  double intensity = 1.0,
})

SmokeEffect #

SmokeEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeOut,
  double drift = 20.0,
})

VHSGlitchEffect #

VHSGlitchEffect({
  Duration duration = 800ms,
  Curve curve = Curves.linear,
})

RevealEffect #

RevealEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeOut,
  RevealDirection direction = RevealDirection.left,
})

Directions: left, right, up, down.

LiquidEffect #

LiquidEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  double waveHeight = 15.0,
  List<Color>? colors,
})

ScannerEffect #

ScannerEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  Color lineColor = Colors.cyan,
  double lineWidth = 4.0,
})

WaveColorEffect #

WaveColorEffect({
  Duration duration = 2000ms,
  Curve curve = Curves.linear,
  List<Color> colors = const [Colors.red, Colors.orange, Colors.yellow, Colors.green, Colors.blue, Colors.indigo, Colors.violet],
})

BreathingOpacityEffect #

BreathingOpacityEffect({
  Duration duration = 2000ms,
  Curve curve = Curves.sine,
  double minOpacity = 0.3,
  double maxOpacity = 1.0,
})

ConveyorBeltEffect #

ConveyorBeltEffect({
  Duration duration = 2000ms,
  Curve curve = Curves.linear,
  double distance = 60.0,
})

MeltDripEffect #

MeltDripEffect({
  Duration duration = 1200ms,
  Curve curve = Curves.easeIn,
  double stretch = 30.0,
})

SparkleTwinkleEffect #

SparkleTwinkleEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.linear,
  Color sparkleColor = Colors.white,
  double probability = 0.3,
})

MatrixRainEffect #

MatrixRainEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.linear,
  Color rainColor = Colors.green,
  double fallDistance = 40.0,
})

ScrambleEffect #

ScrambleEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeInOut,
  Duration delayBetweenChars = 60ms,
  String charset = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789',
  int seed = 42,
})

Characters temporarily show random chars from charset (via character override) at progress 0, resolving to the actual text at progress 1. The seed controls the deterministic scramble pattern.

PopInEffect #

PopInEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeOutBack,
  Duration delayBetweenChars = 60ms,
  double scaleFrom = 0.0,
  double scalePeak = 1.2,
  double opacityFrom = 0.0,
})

Characters scale up from scaleFrom past 1.0 to scalePeak before settling at 1.0, creating a playful overshoot entrance.

ShakeEffect #

ShakeEffect({
  Duration duration = 800ms,
  Curve curve = Curves.easeOut,
  double intensity = 4.0,
  double rotationAmplitude = 0.1,
})

Each character jitters with decreasing intensity towards progress 1, simulating an earthquake or vibration effect.

FlagWaveEffect #

FlagWaveEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  double amplitude = 0.3,
  int waveCount = 2,
})

Applies a 3D rotationY wave across characters, creating a flag-waving effect. Characters at the same index have the same rotation for a cohesive wave.

RandomRevealEffect #

RandomRevealEffect({
  Duration duration = 1500ms,
  Curve curve = Curves.easeInOut,
  Duration delayBetweenChars = Duration.zero,
  double opacityFrom = 0.0,
  double scaleFrom = 0.5,
  int seed = 42,
})

Characters reveal in a random order (determined by seed) instead of left-to-right, each fading/scaling in independently based on noise threshold.

GlitchSplitEffect #

GlitchSplitEffect({
  Duration duration = 600ms,
  Curve curve = Curves.linear,
  double maxOffset = 10.0,
})

TrackingEffect #

TrackingEffect({
  Duration duration = 800ms,
  Curve curve = Curves.easeOut,
  Duration delayBetweenChars = Duration.zero,
  double spacing = 30.0,
  bool fromCenter = true,
})

Characters spread apart horizontally. When fromCenter is true (default), text expands outward from the center; when false, characters shift rightward linearly.

GlowRevealEffect #

GlowRevealEffect({
  Duration duration = 1200ms,
  Curve curve = Curves.easeOut,
  Duration delayBetweenChars = 30ms,
  double blurSigmaFrom = 10.0,
  double scaleFrom = 1.4,
})

Each character blooms from a blurred, slightly enlarged state to sharp and fully opaque. A subtle pulse adds cinematic depth.

KineticTypeEffect #

KineticTypeEffect({
  Duration duration = 2000ms,
  Curve curve = Curves.linear,
  Duration delayBetweenChars = Duration.zero,
  double amplitude = 4.0,
  double waveCount = 2.0,
  double rotationAmplitude = 0.03,
})

A continuous wave of vertical bob + slight rotation + scale — reminiscent of Apple keynote kinetic typography. All characters move simultaneously for a fluid, organic feel.

SplitRevealEffect #

SplitRevealEffect({
  Duration duration = 700ms,
  Curve curve = Curves.easeOut,
  Duration delayBetweenChars = 20ms,
  double distance = 80.0,
})

Characters on the left half slide in from the left, characters on the right half slide in from the right, and the center character appears in place. Creates a satisfying symmetrical reveal.

InkDropsEffect #

InkDropsEffect({
  Duration duration = 1000ms,
  Curve curve = Curves.easeOut,
  Duration delayBetweenChars = Duration.zero,
  int dropCount = 3,
  double spreadDistance = 100.0,
  int seed = 42,
})

Characters reveal outward from random ink drop points. Each character scales up from 0.3, fades in, and sharpens as the ink spreads. The seed parameter controls deterministic drop placement.

📟 Counter widgets reference #

AnimatedCounter #

AnimatedCounter({
  required num value,
  Duration duration = 1000ms,
  Curve curve = easeOut,
  TextStyle? style,
  int decimals = 0,
  Color? activeColor,
  bool scalePulse = false,
  bool autoplay = true,
  bool keepAlive = true,
  String Function(num)? format,
})

AnimatedPercentage #

AnimatedPercentage({
  required num value,
  int decimals = 1,
  Duration duration = 1000ms,
  Curve curve = easeOut,
  TextStyle? style,
  bool autoplay = true,
  bool keepAlive = true,
  Color? activeColor,
  bool scalePulse = false,
  bool showPercentSign = true,
})

AnimatedCurrency #

AnimatedCurrency({
  required num value,
  int decimals = 2,
  String symbol = r'$',
  Duration duration = 1000ms,
  Curve curve = easeOut,
  TextStyle? style,
  bool autoplay = true,
  bool keepAlive = true,
  Color? activeColor,
  bool scalePulse = false,
  bool showPlusSign = false,
})

AnimatedStatCard #

AnimatedStatCard({
  required num value,
  required String label,
  IconData? icon,
  int decimals = 0,
  Duration duration = 1000ms,
  Curve curve = easeOut,
  TextStyle? valueStyle,
  TextStyle? labelStyle,
  Color? activeColor,
  bool scalePulse = false,
  Color? cardColor,
  double elevation = 2,
  EdgeInsetsGeometry padding = EdgeInsets.all(20),
  bool autoplay = true,
  String Function(num)? format,
})

RollingDigitCounter #

RollingDigitCounter({
  required num value,
  int decimals = 0,
  Duration duration = 1000ms,
  TextStyle? style,
  bool autoplay = true,
  bool keepAlive = true,
  double digitWidth = 28,
  double digitHeight = 40,
  Color? backgroundColor,
})

🧩 AnimatedText widget API #

Parameter Type Default Description
text String Text to animate
effects List<TextEffect> [] Effects to apply (order matters for color)
controller TextEffectController? null External playback control
style TextStyle? inherits Text styling
autoplay bool true Start animation automatically
repeat bool false Loop infinitely
reverse bool false Ping-pong (requires repeat: true)
textAlign TextAlign start Text alignment
textDirection TextDirection ltr Text direction
keepAlive bool true Persist animation in scroll views

🧩 CharacterAnimation properties #

Property Type Combined as Description
opacity double Multiplied Character opacity
translation Offset Summed Displacement from origin
scale double Multiplied Uniform scale
scaleX double Multiplied Horizontal scale
scaleY double Multiplied Vertical scale
color Color? Last non-null wins Text color
backgroundColor Color? Last non-null wins Background behind character
blurSigma double Summed Gaussian blur
rotation double Summed 2D rotation (radians)
rotationX double Summed 3D X rotation (radians)
rotationY double Summed 3D Y rotation (radians)
underlineProgress double Summed Underline fill (0–1)
clipProgress double Multiplied Visible portion (0–1)

🧪 Composing effects #

Property Combination rule
opacity Multiplied across effects
translation Summed across effects
scale, scaleX, scaleY Multiplied across effects
color, backgroundColor Last non-null wins
blurSigma, rotation, rotationX, rotationY, underlineProgress Summed across effects
clipProgress Multiplied across effects

🧩 Sequence widgets API #

AnimatedTextSequence #

Parameter Type Default Description
texts List<SequenceText> Ordered list of text items to cycle through
controller TextEffectController? null External playback control
style TextStyle? inherits Text styling (applied to all texts)
autoplay bool true Start animation automatically
repeat bool true Loop infinitely through the sequence
displayDuration Duration 3s How long each text is displayed
transitionDuration Duration 500ms Duration of the cross-fade between texts
transitionEffect TextEffect? null Effect applied during transitions (null = plain cross-fade)
textAlign TextAlign start Text alignment
textDirection TextDirection ltr Text direction
keepAlive bool true Persist animation in scroll views

SequenceText #

Parameter Type Default Description
text String Text content for this item
effects List<TextEffect> [] Effects to apply when this text is displayed
style TextStyle? null Per-item text style override
segments List<TextSegment>? null Fine-grained segment control (for mixed static/animated within one item)

AnimatedRichText #

Parameter Type Default Description
segments List<TextSegment> Ordered list of static or animated text segments
controller TextEffectController? null External playback control
style TextStyle? inherits Base text styling
autoplay bool true Start animation automatically
repeat bool false Loop infinitely
reverse bool false Ping-pong (requires repeat: true)
textAlign TextAlign start Text alignment
textDirection TextDirection ltr Text direction
keepAlive bool true Persist animation in scroll views

TextSegment #

Constructor Parameters Description
TextSegment.static(text) text Non-animated text segment
TextSegment.animated(text, {effects}) text, effects Animated text segment with optional effects

📐 Effect contract #

All effects guarantee f(0) == f(1) — at progress=0 and progress=1 every character returns to its base state. This ensures seamless looping and predictable end states.

Noise-based effects (FireEffect, NeonFlickerEffect, VHSGlitchEffect, WiggleEffect, SparkleTwinkleEffect) wrap their output to enforce this contract.

Use noise(int index, [int offset]) on TextEffect for deterministic pseudo-random values per character:

final value = noise(index);       // 0.0–1.0 per character
final value = noise(index, 42);   // with offset for different noise streams

🔄 Scroll persistence #

Animations survive scrolling off-screen by default (keepAlive: true). This uses AutomaticKeepAliveClientMixin under the hood.

For more advanced persistence across widget mount/unmount (e.g., conditional rendering), use TextEffectController which saves its progress internally on detach and restores on attach:

class MyWidget extends StatefulWidget {
  @override
  State<MyWidget> createState() => _MyWidgetState();
}

class _MyWidgetState extends State<MyWidget> with SingleTickerProviderStateMixin {
  final controller = TextEffectController();

  @override
  void dispose() {
    controller.dispose();
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    return Column(
      children: [
        if (showText)
          AnimatedText(
            'Persistent text',
            effects: const [FadeEffect(), WaveEffect()],
            controller: controller,
          ),
      ],
    );
  }
}

🎮 Interactive demos #

The example app includes two interactive demos reachable from the AppBar:

  • Text — multi-effect checkboxes with per-effect parameter sliders (all 45 effects)
  • Counters — all 5 counter types with global controls (value, decimals, duration, curve, color, scale pulse) and a reset button that recreates all widgets from scratch
  • Sequence — interactive AnimatedTextSequence with per-text effect selection and transition effect picker
  • Comprehensive — tabbed demo (Static Text, Sequence, Mixed) with gap support, per-text effects, color, curve, and font size controls
  • Cmp Counters — tabbed counter demo (Single, Dashboard, Mixed) with inline prefix/suffix text mixing
cd example
flutter run

🏗️ Architecture #

lib/
├── animated_text_effects.dart    # Barrel exports
├── core/
│   ├── text_effect.dart          # Abstract base with noise() helper
│   ├── text_effect_controller.dart  # Playback controller with attach/detach
│   ├── character_animation.dart  # Per-character animation data
│   ├── animated_text.dart        # Main AnimatedText widget
│   ├── text_segment.dart         # Static or animated segment for AnimatedRichText
│   ├── sequence_text.dart        # Text item with effects for AnimatedTextSequence
│   ├── animated_rich_text.dart   # Inline static + animated text segments
│   ├── animated_text_sequence.dart  # Sequential multi-text playback with transitions
│   └── animated_counter.dart     # AnimatedCounter base widget
├── effects/                      # 45 effect implementations
│   ├── fade_effect.dart
│   ├── gradient_effect.dart
│   ├── wave_effect.dart
│   ├── typewriter_effect.dart
│   ├── bounce_effect.dart
│   ├── shimmer_effect.dart
│   ├── slide_effect.dart
│   ├── blur_effect.dart
│   ├── rainbow_effect.dart
│   ├── glow_effect.dart
│   ├── ripple_effect.dart
│   ├── spin_effect.dart
│   ├── flip_effect.dart
│   ├── wiggle_effect.dart
│   ├── pulse_effect.dart
│   ├── scatter_effect.dart
│   ├── neon_flicker_effect.dart
│   ├── elastic_effect.dart
│   ├── highlight_effect.dart
│   ├── underline_effect.dart
│   ├── progress_text_effect.dart
│   ├── staggered_appear_effect.dart
│   ├── fire_effect.dart
│   ├── smoke_effect.dart
│   ├── vhs_glitch_effect.dart
│   ├── reveal_effect.dart
│   ├── liquid_effect.dart
│   ├── scanner_effect.dart
│   ├── wave_color_effect.dart
│   ├── breathing_opacity_effect.dart
│   ├── conveyor_belt_effect.dart
│   ├── melt_drip_effect.dart
│   ├── sparkle_twinkle_effect.dart
│   ├── matrix_rain_effect.dart
│   ├── scramble_effect.dart
│   ├── pop_in_effect.dart
│   ├── shake_effect.dart
│   ├── flag_wave_effect.dart
│   ├── tracking_effect.dart
│   ├── glow_reveal_effect.dart
│   ├── kinetic_type_effect.dart
│   ├── split_reveal_effect.dart
│   ├── ink_drops_effect.dart
│   └── random_reveal_effect.dart
│   └── glitch_split_effect.dart
└── counters/                     # Counter widgets
    ├── animated_percentage.dart
    ├── animated_currency.dart
    ├── animated_stat_card.dart
    └── rolling_digit_counter.dart

📄 License #

MIT

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A Flutter package with 45 composable text animation effects, sequence widgets, and 4 animated counter widgets.

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License

MIT (license)

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flutter

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