silver_animation is a simple and basic animation system for quicksilver. It allows you to either use a list of images or take full control and render something however you want.
It also provides a set of traits that provide a base on how to interact with animations. These can be used as building blocks for your own animation system(s)
Since quicksilver is no longer actively developped , I no longer use it. As a result, I also stopped using silver_animation. I will still respond to pull requests and the like, but don't expect any new features from me.
use quicksilver::{
geom::{Rectangle, Shape, Transform, Vector},
graphics::{Color, Graphics, Image},
run, Input, Result, Settings, Timer, Window,
};
use silver_animation::SimpleLinearConfig;
use silver_animation::LinearConfig;
fn main() {
run(
Settings {
size: Vector::new(800.0, 600.0).into(),
title: "Simple Linear Example",
..Settings::default()
},
app,
);
}
async fn app(window: Window, mut gfx: Graphics, mut inputs: Input) -> Result<()> {
let images = vec![
Image::load(&gfx, "img1.png").await?,
Image::load(&gfx, "img2.png").await?,
Image::load(&gfx, "img3.png").await?,
Image::load(&gfx, "img4.png").await?,
];
let timing = Timer::time_per_second(8.);
let mut simple_animation = SimpleLinearConfig { images, timing }.to_animation();
let image = Image::load(&gfx, "img1.png").await?;
let timing = Timer::time_per_second(30.);
let step_size: f32 = 5.;
let amount_of_steps = (255. / step_size).ceil() as usize;
let mut custom_animation = LinearConfig {
begin_state: image,
timing,
draw: |state, tick, gfx, location| {
gfx.draw_image_tinted(
state,
location,
Color::from_rgba(0, (step_size * tick as f32) as u8, 0, 1.0),
);
Ok(())
},
max_frames: |_| amount_of_steps,
}
.to_animation();
let simple_animation_location = Rectangle::new((100, 100), (100, 100));
let custom_animation_location = Rectangle::new((100, 150), (100, 100));
gfx.clear(Color::WHITE);
gfx.present(&window)?;
loop {
while let Some(_) = inputs.next_event().await {}
gfx.clear(Color::WHITE);
simple_animation.draw(&mut gfx, simple_animation_location)?;
custom_animation.draw(&mut gfx, custom_animation_location)?;
gfx.present(&window)?;
}
}