anitomata-0.1.0.0: README.md
# [anitomata][]
[![Version badge][]][version]
## Synopsis
`anitomata` is a pure implementation of 2D sprite animation intended for use in
gamedev.
In this example, `anim` is an animation for an NPC celebrating a victory. The
animation sequence plays the NPC's `idle` animation two times then the `jump`
animation one time, and the entire sequence is looped indefinitely:
```haskell
import Anitomata
import qualified Data.Vector.Unboxed as U
anim :: Anim
anim =
buildAnim AnimDurationDefault
$ repeatAnim AnimRepeatForever
$ repeatAnim (AnimRepeatCount 1) idle <> jump
idle :: AnimBuilder
idle = fromAnimSlice idleSlice
jump :: AnimBuilder
jump = fromAnimSlice jumpSlice
idleSlice :: AnimSlice
idleSlice =
AnimSlice
{ animSliceDir = AnimDirBackward
, animSliceFrameDurs = U.replicate 4 0.1 -- Each frame is 100ms
, animSliceFrames = U.fromListN 4 [{- ... AnimFrame values ... -}]
}
jumpSlice :: AnimSlice
jumpSlice =
AnimSlice
{ animSliceDir = AnimDirForward
-- Second frame is 500ms, rest are 100ms
, animSliceFrameDurs = U.generate 8 $ \i -> if i == 1 then 0.5 else 0.1
, animSliceFrames = U.fromListN 8 [{- ... AnimFrame values ... -}]
}
```
`AnimSlice` is the smallest building block of an animation. Slices are a minimal
sequence of frames that capture a logical chunk of animation. Slices are
converted to `AnimBuilder` values and then the builders can be combined using
the `Semigroup` interface. Values of the core animation type - `Anim` - are
created from builders.
A game can play an animation by stepping it using `stepAnim` each simulation
frame, passing the time elapsed since the last step:
```haskell
stepAnim :: Double -> Anim -> SteppedAnim
data SteppedAnim = SteppedAnim
{ steppedAnimStatus :: AnimStatus
, steppedAnimValue :: Anim
}
```
An animation can be rendered using `animFrame` in conjunction with a spritesheet
that is managed separately by the game. `animFrame` provides the current frame
of the animation:
```haskell
animFrame :: Anim -> AnimFrame
```
Note that the types in the library are more general than what is shown above.
For example, there is no requirement of using `Double` as a duration type,
unboxed `Vector` as the vector type, etc.
The animation building blocks can be defined manually, but this is tedious and
error-prone. Instead, the base slices and builders are typically defined
automatically by feeding a design file - e.g. output from Aseprite - into a code
generator or parsing some translated representation of a design file. Packages
providing this functionality may be found by visiting the project's
[homepage](https://sr.ht/~jship/anitomata/) or by searching Hackage (all
official packages of the `anitomata` project are named `anitomata-*`).
For additional detail on the library, please see the [Haddocks][] and the
[announcement post][].
[anitomata]: <https://git.sr.ht/~jship/anitomata>
[Version badge]: <https://img.shields.io/hackage/v/anitomata?color=brightgreen&label=version&logo=haskell>
[version]: <https://hackage.haskell.org/package/anitomata>
[Haddocks]: <https://hackage.haskell.org/package/anitomata>
[announcement post]: <https://jasonpshipman.com/posts/2024-03-26-announcing-anitomata>