animate alternatives and similar packages
Based on the "Game" category.
Alternatively, view animate alternatives based on common mentions on social networks and blogs.
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LambdaHack
Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at -
haskanoid
A free and open source breakout clone in Haskell using SDL and FRP, with Wiimote and Kinect support. -
Allure
Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at -
gloss-game
A convenience wrapper around the Gloss library to make writing games in Haskell even easier -
Ninjas
Haskell game where multiple players attempt to blend in with computer controlled characters while being first to visit the key locations on the board. -
Liquorice
Haskell embedded domain-specific language (eDSL) for the algorithmic construction of maps for the computer game "Doom" -
battleship
Battleship... Pure.. Functional... Haskell + MongoDB + TypeScript + React... https://battleship-fp.com/
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README
animate
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...