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animate's Introduction

animate

Build Status

Animation for sprites


animate is a general purpose animation library as it's used for graphical 2D and terminal games. Each key of an animation are left opened to custom types. This is in an effort to avoid using numbers or strings as indices and be reusable.


Example using SDL2 (and includes loading from "Paths")


Sprite Information

Sprite loaders are provided but aren't required. While the loaders are opininated compared to the rest of the library, they aren't bound to any graphics library. And many pieces are left exposed if you wish piece together some other variation.

The YAML (and JSON) files describe very typical sprite information:

# File path of spritesheet
image: "dino.png"

# Colorkey for transparency
# Optional: It's a tuple of [Red, Green, Blue] between 0-255 values.
alpha: [255, 0, 255]

# Clip is a portion of the sprite sheet
# Optional: The offset is optional.
# [x, y, width, height]
# [x, y, width, height, offsetX, offsetY] 

clips:
# Idle                      # index
- [  0, 0, 48, 48]          # 0
- [ 48, 0, 48, 48]          # 1
- [ 96, 0, 48, 48, 24, 42]  # 2
- [144, 0, 48, 48, 24, 42]  # 3

# Move
- [192, 0, 48, 48, 24, 42]  # 4
- [240, 0, 48, 48, 24, 42]  # 5
- [288, 0, 48, 48, 24, 42]  # 6
- [336, 0, 48, 48, 24, 42]  # 7
- [384, 0, 48, 48, 24, 42]  # 8
- [432, 0, 48, 48, 24, 42]  # 9

# And so on...

# Animation frames are defined by the clip indices and delay time for each clip
animations:
  Idle:
  # [index, delay (seconds)]
  - [0, 0.2]
  - [1, 0.2]
  - [2, 0.2]
  - [3, 0.2]

  Move:
  - [4, 0.01]
  - [5, 0.01]
  - [6, 0.01]
  - [7, 0.01]
  - [8, 0.01]
  - [9, 0.01]

  # And so on...

animate's People

Contributors

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animate's Issues

Generic KeyName deriving

Currently, the key of an animation must have a manual implementation of its KeyName.
(KeyName are used for reading sprite information files.) With more sprites and more keys, this trivial work can and should be cut down.

data DinoKey
  = DinoKey'Idle
  | DinoKey'Move
  | DinoKey'Kick
  | DinoKey'Hurt
  | DinoKey'Sneak
  deriving (Show, Eq, Ord, Bounded, Enum)

instance KeyName DinoKey where
  keyName key = case key of
    DinoKey'Idle -> "Idle"
    DinoKey'Move -> "Move"
    DinoKey'Kick -> "Kick"
    DinoKey'Hurt -> "Hurt"
    DinoKey'Sneak -> "Sneak"

The KeyName instance could be created with a little bit of magic. Looking something like this:

data DinoKey
  = DinoKey'Idle
  | DinoKey'Move
  | DinoKey'Kick
  | DinoKey'Hurt
  | DinoKey'Sneak
  deriving (Show, Eq, Ord, Bounded, Enum, Generic)

instance KeyName DinoKey where
  keyName = $(genericDeriveKeyName "DinoKey'")

Or even better, like this:

data DinoKey
  = DinoKey'Idle
  | DinoKey'Move
  | DinoKey'Kick
  | DinoKey'Hurt
  | DinoKey'Sneak
  deriving (Show, Eq, Ord, Bounded, Enum, Generic, KeyName)

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