A 2D animation library for Odin
Inspired by the LÖVE library anim8
This library is implemented to be renderer agnostic, however there is a raylib implementation available in anima/anima_raylib
.
Copy the anima
directory somewhere into your project as this is the package, feel free to delete the sub directories inside that you do not need like anima/anima_raylib
if you for instance do not use raylib.
(You might also want to use git submodules)
Check out one of the examples:
- anim8 1945 example (port of the anim8 demo)
- cat fighter fsm - Animations with a finite state machine
package main
// assuming you have the package located in a directory adjacent to the current package
import "anima"
import "anima/anima_raylib"
import rl "vendor:raylib"
main :: proc() {
rl.InitWindow(800, 600, "Simple Example")
defer rl.WindowClose()
rl.SetTargetFPS(60)
image := rl.LoadImage("path/to/image.png")
texture := rl.LoadTextureFromImage(image)
defer rl.UnloadTexture(texture)
rl.UnloadImage(image)
// first we need to define our grid
grid := anima.new_grid(32, 32, texture.width, texture.height)
animation := anima.new_animation(
// here we specify we want column: 0-7 in row: 0
anima.grid_frames(&grid, "0-7", 0),
// and the animation speed is 0.1s
0.1,
)
// don't forget to clean up after yourself
defer anima.destroy_animation(animation)
for !rl.WhileWindowShouldclose() {
dt := rl.GetFrameTime()
// update the animation before drawing
anima.update(animation, dt)
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
// and finally draw the animation
anima_raylib.draw(animation, texture, 100, 100)
rl.EndDrawing()
}
}
Grids exist to make it as easy as possible to quickly define animations using rectangles of the same size.
You can define a grid like this:
anima.new_grid(
frame_width, // the width of the frame
frame_height, // the height of the frame
image_width, // the width of the image (or part of said image) from which we get the frame
image_height, // the height of the image (or part of said image) from which we get the frame
left, // (optional) starting x positon of our grid, this is used to define multiple grids within a single file
top, // (optional) starting y position of our grid, this is used to define multiple grids within a single file,
border, // (optional) this allows you to define gaps between images
) -> Grid {
(Took this explanation from the anim8 repo)
To get frames from a grid you need to call the anima.grid_frames
procedure
anima.grid_frames(
grid_ptr, // a pointer to our grid
column_interval_range_0, // the defined column range of our animation
row_interval_range_0, // the defined row range of our animation
column_interval_range_1, // the defined column range of our animation
row_interval_range_1, // the defined row range of our animation
column_interval_range_2, // the defined column range of our animation
row_interval_range_2, // the defined row range of our animation
// .... this is a variadic function so this can take as many arguments as you want
)
### Animations
Animations are a group of frames that change after a set duration
```odin
animation := anima.new_animation(
frames, // the frames to play, this should be supplied using grids
duration, // the duration each frame will take until the next one will play
playing, // (optional) is the animation playing? Default is true
oneshot, // (optional) should the animation only play once? Default is false
on_finished, // (optional) a callback that will be called every time the current animation has finished
)
new_animation returns a pointer to an animation so you also have to call
anima.destroy_animation(animation)
after you are done with it.
The animation structs also has a flip_h and flip_v property in case you want to flip the sprite.
- examples/anim8_1945/assets/1945.png - Widgetworx Spritelib
- examples/cat_fighter_fsm/assets/cat_fighter.pn - dogchicken from opengameart.org
MIT