| Safe Haskell | None |
|---|---|
| Language | GHC2024 |
Mischief.Render.Tutorial.Start.Animation
Synopsis
1.2. Your First Animation
This is a continuation of the previous chapter where we'll be animating our sprites.
Looking At The Spritesheet
First, grab the spritesheet.kdl and animations.kdl from the repo
and place them in your assets folder.
Let's take a moment to understand what these files contain.
The spritesheet.kdl one describes our spritesheet. It specifies its size, the size of each frame, the padding between frames, and
it links to the image from before.
spritesheet {
size 896 896
frameSize 128 128
padding 0 0
image "characters.png"
}
animations.kdl is a bit more intimidating, but it's way simpler than it appears.
First, it links to the spritesheet:
spritesheet link="spritesheet.kdl"
Then, it contains a collection of Animation assets:
collection {
animation1 {...}
animation2 {...}
}
Each animation specifies the indices of its spritesheet frames, the speed of the animation, and specifies whether it loops or not.
For instance, this is the idle frame of the green character. If you look at frame 14 in the spritesheet, you'll see it is in fact the green character standing still.
green_idle {
frames 14
fps 10
}
Meanwhile, the walking animation of the green character looks like this:
green_walk {
range 16 17
fps 4
loop #true
}
In the following section, we'll need to create various to point to each animation. So let's practice that for a bit.AssetRef Animation
This is how you can point to green's walk animation:
greenWalk ::AssetRefAnimationgreenWalk = do animations ::Animations<- "animations.kdl"pure$colGetU"green_walk" animations.collection
We can also use the selAnim function to do this more easily:
greenWalk = selAnim "animations.kdl" "green_walk"
Making an Animator
In order to make an , we need to make an instance of the Animator typeclass.AnimatorTag
data MyAnimator = MyAnimator instanceAnimatorTagMyAnimator where dataInputMyAnimator = Input deriving (Generic,Default) dataShiftMyAnimator = Shift dataStateMyAnimator = GreenIdleanimationGreenIdle =selAnim"animations.kdl" "green_idle"start= GreenIdle
The animator has three components: Input, Shift, and State. We'll learn more about the first two later, but for now what you need to know
is that State is the type describing the state of the animator at each given point. In start we need to specify what state the animator is in
when it starts. In animation we need to map each possible state to an animation.
For now we just have one state corresponding to the idle animation of the green character.
Our setup system is now this:
setup ::System() setup = do window <-spawnWindowspawn_(Camera,RelOutputTowindow)spawn_(AnimatorMyAnimator,Anchor$V20.5 0.9,WithMaterial@SpriteMaterial,def{translation=V3(-60) 0 0}, Player )spawn_(AnimatorMyAnimator,Anchor$V20.5 0.9,WithMaterial@SpriteMaterial,def{translation=V360 0 0} )
There's no need to insert a Sprite or SpriteSlice component anymore. The Animator will add them for us. It will also load
all the assets necessary to play the animations.
If you run the app now, you should see that both characters are playing the green idle animation:

Your First Transition
Next, let's try passing some input into the animator and creating a transition.
instanceAnimatorTagMyAnimator where dataInputMyAnimator = Input {walk ::Bool} deriving (Generic,Default) dataShiftMyAnimator = Shift dataStateMyAnimator = GreenIdle | GreenWalkanimationGreenIdle =selAnim"animations.kdl" "green_idle"animationGreenWalk =selAnim"animations.kdl" "green_walk"transitionGreenIdle Input {walk =True} _ _ =JustGreenWalktransitionGreenWalk Input {walk =False} _ _ =JustGreenIdletransition_ _ _ _ =Nothingstart= GreenIdle
We have added a walk :: Bool field to our Input, a new state, and we have set up two transitions such that, if our character is in the
idle state but the input says they're walking, they switch to the walk state, and vice versa.
All that's left is to actually set the input from outside. We can easily do that from our movement system by adding these lines after calculating dir:
let walk =normdir > 0input@MyAnimator (\i -> i {walk}) player
You should now see your character walking when you move them!

What's more, the animations are hot-reloadable. Try modifying the animation in animations.kdl and you should see the changes immediately! (Don't forget to
add to your app).FileWatcherPlugin
A Better Animator
Let's expand our animator to be more generic and able to handle multiple characters:
data Character = Green | Pink charName :: Character ->TextcharName Green = "green" charName Pink = "pink" data AnimationType = Idle | Walk instance AnimatorTag MyAnimator where dataInputMyAnimator = Input {walk ::Bool} deriving (Generic,Default) dataShiftMyAnimator = ChangeCharacter Character dataStateMyAnimator = Start | CharacterAnimation Character AnimationTypeanimation(CharacterAnimation c Idle) =selAnim"animations.kdl" (charName c <> "_idle")animation(CharacterAnimation c Walk) =selAnim"animations.kdl" (charName c <> "_walk")animationStart =noAnimationtransition(CharacterAnimation c Idle) Input {walk =True} _ _ =Just(CharacterAnimation c Walk)transition(CharacterAnimation c Walk) Input {walk =False} _ _ =Just(CharacterAnimation c Idle)transitionStart _ (Just(ChangeCharacter c)) _ =Just(CharacterAnimation c Idle)transition_ _ _ _ =Nothingstart= Start
First, we've added a type to define our characters, and a function to convert their name to Text. This is so we can more easily grab each of their animations without having to match on each individual character.
data Character = Green | Pink
charName :: Character -> Text
charName Green = "green"
charName Pink = "pink"
We've added a new Start state that has no associated animation. The other state, CharacterAnimation c a, is the state corresponding to animation a
of character c.
data State MyAnimator = Start | CharacterAnimation Character AnimationType
The transitions are now generic. We are telling it to transition from the Idle animation of character c to the Walk animation of character c and vice versa.
transition(CharacterAnimation c Idle) Input {walk =True} _ _ =Just(CharacterAnimation c Walk)transition(CharacterAnimation c Walk) Input {walk =False} _ _ =Just(CharacterAnimation c Idle)
We have also defined a Shift. This is esentially an event we can send to the animator to trigger a transition.
data Shift MyAnimator = ChangeCharacter Character
When this is triggered, it should follow this new transition:
transitionStart _ (Just(ChangeCharacter c)) _ =Just(CharacterAnimation c Idle)
When we tell it to change character to c, it will transition from Start to the Idle animation of c.
All that's left is to actually trigger that shift when we spawn our characters, otherwise they will be stuck in the Start state:
e <-spawn(AnimatorMyAnimator,Anchor$V20.5 0.9,WithMaterial@SpriteMaterial,def{translation=V3(-60) 0 0}, Player )shift(ChangeCharacter Pink) e e <-spawn(AnimatorMyAnimator,Anchor$V20.5 0.9,WithMaterial@SpriteMaterial,def{translation=V360 0 0} )shift(ChangeCharacter Green) e

Flipping Your Sprites
Alright our characters are now properly animated but there's still something about them. When you move left, the character is still facing right!
The solution is simple: flip the sprite when they're moving to the left. We can do this through the SpriteFlip component in our movement system:
let flip = dir.x < 0insert(SpriteFlip{x = False, y = flip}) player
That's all!
