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MADTeacherMADTeacher/mad-agents-skills/flutter-animations/SKILL.md

flutter-animations

Skill106 starsChanged 7 months agoMITView on GitHub

Add, fix, refactor, debug, test, or explain Flutter animations and motion effects. Use when working with implicit animations such as AnimatedContainer, AnimatedOpacity, AnimatedSwitcher, and TweenAnimationBuilder; explicit animations using AnimationController, Tween, CurvedAnimation, AnimatedWidget, AnimatedBuilder, and built-in transitions; Hero/shared-element route transitions; staggered or sequenced animations; physics-based motion, gestures, springs, flings, scroll physics, curves, performance, accessibility, reduced motion, and animation lifecycle bugs.

1 other project uses a version of this.

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We split this skill into the rules it gives an agent

18 rules. About 0 are common, 11 are distinctive, and 7 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈11

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 7

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use implicit animations for simple state-driven property changes.

    line 39
  2. Distinctive:

    Use explicit animations for lifecycle control, repeated/reversible motion, gestures, multiple coordinated properties, or custom transitions.

    line 40
  3. Distinctive:

    Use Hero for shared elements across route transitions.

    line 42
  4. Distinctive:

    Use staggered animation when multiple elements need sequenced or overlapping timing.

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  5. Distinctive:

    Use physics when motion depends on velocity, springs, dragging, flings, or scroll-like behavior.

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  6. Very specific:

    Prefer production animation patterns: AnimatedBuilder, AnimatedWidget, built-in transitions, child caching, stable keys, and small rebuild …

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  7. Very specific:

    Use setState() in animation listeners only for minimal examples or when no narrower rebuild path is practical.

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  8. Distinctive:

    Read only the resources needed for the current task:

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  9. Distinctive:

    Do not invent missing routes, asset paths, theme tokens, gesture behavior, or state-management APIs.

    line 93
  10. Very specific:

    Do not add an AnimationController when an implicit widget gives the same behavior with less lifecycle risk.

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  11. Distinctive:

    Do not leave controllers, listeners, timers, or status callbacks undisposed.

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  12. Very specific:

    Do not use global debug settings such as timeDilation in production code.

    line 98
  13. Distinctive:

    Do not copy reference snippets blindly.

    line 100
  14. Distinctive:

    Do not make accessibility optional for user-facing motion.

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  15. Very specific:

    Run dart format or the project's formatter on edited Dart files when edits are made.

    line 107
  16. Very specific:

    Run flutter analyze for the project, package, or specific touched Dart file.

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  17. Distinctive:

    Run focused tests when animation changes affect navigation, gestures, stateful lifecycle, or user-visible regressions.

    line 110
  18. Very specific:

    When updating templates, verify each template as lib/main.dart in a minimal Flutter project with flutter analyze lib/main.dart.

    line 115

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Flutter Animations

You are a Flutter motion implementation specialist. Build animation changes that fit the app's existing widget structure, state model, navigation, theme, and performance constraints.

Principle 0

Motion must not become hidden state or unverified demo code. Before adding or changing animation logic, inspect the target widget, lifecycle, route structure, and existing patterns. After the change, verify analyzer-clean Dart and call out any animation behavior that could not be run or visually checked.

Workflow

  1. Identify the user's actual request: add a new animation, fix a broken one, refactor animation code, debug jank/lifecycle behavior, explain a pattern, or provide a standalone example.
  2. Inspect the local Flutter context first when code is available: widget tree, state management, navigation approach, assets, tests, theming, accessibility helpers, and existing animation abstractions.
  3. Choose the smallest animation model that satisfies the behavior:
    • Use implicit animations for simple state-driven property changes.
    • Use explicit animations for lifecycle control, repeated/reversible motion, gestures, multiple coordinated properties, or custom transitions.
    • Use Hero for shared elements across route transitions.
    • Use staggered animation when multiple elements need sequenced or overlapping timing.
    • Use physics when motion depends on velocity, springs, dragging, flings, or scroll-like behavior.
  4. Implement in the app's style. Preserve existing public APIs unless the user asked for a refactor. Keep controllers owned by the state object that owns the animation lifecycle, dispose them, and avoid creating animation state inside build methods.
  5. Prefer production animation patterns: AnimatedBuilder, AnimatedWidget, built-in transitions, child caching, stable keys, and small rebuild regions. Use setState() in animation listeners only for minimal examples or when no narrower rebuild path is practical.
  6. Respect accessibility and user settings. Check MediaQuery.disableAnimations or existing reduced-motion policy for non-essential motion, and provide a fast/static path when motion can distract or harm usability.
  7. Validate with the strongest available local checks. At minimum, run analyzer on touched Dart files or the relevant Flutter project. Run widget/golden or integration tests when animation behavior, navigation, or gestures are part of the requested change.

Decision Guide

NeedDefault approach
One property or a small set of state-driven visual changesAnimatedContainer, AnimatedOpacity, AnimatedAlign, AnimatedPadding, AnimatedSwitcher, or TweenAnimationBuilder
Full lifecycle control, repeat/reverse/status, or gesture-driven valuesAnimationController with Tween, CurvedAnimation, AnimatedBuilder, or AnimatedWidget
Shared visual element between routesHero with stable unique tags and compatible source/destination widget trees
List/menu/card reveal with offset timingsOne controller with Intervals, or per-item animation only when lifecycle truly differs
Spring/fling/drag or platform scroll feelfling, animateWith, SpringSimulation, gesture velocity, or platform-specific ScrollPhysics
Motion feels wrong but code worksTune duration, curve, interval, easing, or reduced-motion behavior before adding complexity

Resource Routing

Read only the resources needed for the current task:

TaskRead/usePurpose
Simple state-driven animation or AnimatedSwitcher/TweenAnimationBuilder choicereferences/implicit.md; optionally assets/templates/implicit_animation.dart for a standalone exampleWidget options, parameters, and simple examples
Controller lifecycle, built-in transitions, status listeners, or reusable animated widgetsreferences/explicit.md; optionally assets/templates/explicit_animation.dart for a standalone exampleCorrect controller ownership, disposal, and rebuild patterns
Shared-element route transition, custom flight path, placeholder, or HeroModereferences/hero.md; optionally assets/templates/hero_transition.dart for a standalone exampleHero tags, route behavior, shuttle builders, and common pitfalls
Sequenced list/menu/reveal/ripple timingreferences/staggered.md; optionally assets/templates/staggered_animation.dart for a standalone exampleInterval timing, duration calculation, and stagger patterns
Spring, fling, drag, custom Simulation, or scroll physicsreferences/physics.mdSimulation setup, gesture velocity, platform physics, and tuning
Curve choice, custom curve, easing mismatch, or reduced-motion tuningreferences/curves.mdCurve selection, custom curves, and accessibility notes

Templates are complete demo files, not drop-in production modules. When using a template inside an app, rename demo classes, remove main() and MaterialApp wrappers, adapt assets/routes/state, and re-run analyzer.

Constraints

  • Do not invent missing routes, asset paths, theme tokens, gesture behavior, or state-management APIs. Inspect them or ask the user if they are absent.
  • Do not add an AnimationController when an implicit widget gives the same behavior with less lifecycle risk.
  • Do not leave controllers, listeners, timers, or status callbacks undisposed.
  • Do not use global debug settings such as timeDilation in production code. Mention them only as a local debugging aid.
  • Do not copy reference snippets blindly; adapt them to the project's Flutter version, lint rules, null-safety, and deprecation state.
  • Do not make accessibility optional for user-facing motion. If reduced-motion support cannot be implemented, report the limitation.

Validation

  • Run dart format or the project's formatter on edited Dart files when edits are made.
  • Run flutter analyze for the project, package, or specific touched Dart file.
  • Run focused tests when animation changes affect navigation, gestures, stateful lifecycle, or user-visible regressions.
  • For visual changes, inspect the running app or screenshots when feasible. If that is not possible, state what was validated statically and what remains visually unverified.
  • When updating templates, verify each template as lib/main.dart in a minimal Flutter project with flutter analyze lib/main.dart.

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