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#![warn(
future_incompatible,
nonstandard_style,
rust_2018_idioms,
missing_docs,
clippy::pedantic
)]
#![allow(clippy::needless_pass_by_value, clippy::module_name_repetitions)]
#![cfg_attr(nightly, feature(doc_auto_cfg))]
//! A sprite animation library for rust game development
//!
//! Initially designed for [bevy](https://bevyengine.org), it is now engine agnostic.
//!
//! # Get started
//!
//! benimator assumes usage of texture atlas (or equivalent).
//!
//! An [`Animation`] contains the list of animation frames,
//! each frame defined by an index.
//!
//! ```
//! use std::time::Duration;
//! use benimator::{Animation, State};
//!
//! // Create an animation
//! let frame_duration = Duration::from_millis(100);
//! let animation = Animation::from_range(0..=3, frame_duration);
//!
//! // Get a new animation state
//! let mut state = State::default();
//!
//! // At each game-loop update, tell the state how much time has elapsed
//! let delta_time = Duration::from_millis(250);
//! state.update(&animation, delta_time);
//!
//! // Then we can get the current frame index in order to render the right sprite
//! assert_eq!(state.sprite_frame_index(), 2);
//! ```
#[cfg(test)]
#[macro_use]
extern crate rstest;
pub use animation::{Animation, Frame};
pub use state::State;
mod animation;
mod state;