Luxor.jl can help you build simple animations, by assembling a series of PNG images into an animated GIF.
To make richer and more complex animations, use Javis.jl.
The first thing to do is to create a
Movie object. This acts as a useful object that we can pass from function to function.
using Luxor mymovie = Movie(400, 400, "mymovie")
The resulting animation will be 400 × 400 pixels.
To make the graphics, define a function called
frame() (it doesn't have to be called that, but it's a good name) which accepts two arguments, a Scene object, and a framenumber (integer).
A movie consists of one or more scenes. A scene is an object which determines how many drawings should be made into a sequence and what function should be used to make them. The framenumber lets you keep track of where you are in a scene.
Here's a simple
frame function which creates a drawing.
function frame(scene::Scene, framenumber::Int64) background("white") norm_framenumber = rescale(framenumber, scene.framerange.start, scene.framerange.stop, 0, 1) rotate(norm_framenumber * 2π) juliacircles(100) end
This function is responsible for drawing all the graphics for a single frame. The incoming frame number is converted (normalized) to lie between 0 and 1 - ie. between the first frame and the last frame of the scene. It's multiplied by 2π and used as input to
So as the framenumber goes from 1 to
n, each drawing will be rotated by an increasing angle from 0 to 2π. For example, for a scene with 60 frames, framenumber 30 will set a rotation value of about
2π * 0.5.
The Scene object has details about the number of frames for this scene, the number of times the
frame function is called.
To actually build the animation, the
animate function takes an array of one or more scenes and builds a GIF.
animate(mymovie, [ Scene(mymovie, frame, 1:60) ], creategif=true, pathname="juliaspinner.gif")
Obviously, if you increase the range from 1:60 to, say, 1:300, you'll generate 300 drawings rather than 60, and the rotation will take longer and will be much smoother. Unless, of course, you change the framerate to be something other than the default
In the next example, we'll construct an animation that uses different scenes.
Consider this animation, showing the sun's position for each hour of a 24 hour day. (It's only a model...)
Again, start by creating a movie, a useful handle that we can pass from function to function. We'll specify 24 frames for the entire animation.
sun24demo = Movie(400, 400, "sun24", 0:23)
We'll define a simple
backgroundfunction function that draws a background that will be used for all frames (since animated GIFs like constant backgrounds):
function backgroundfunction(scene::Scene, framenumber) background("black") end
nightskyfunction draws the night sky, covering the entire drawing:
function nightskyfunction(scene::Scene, framenumber) sethue("midnightblue") box(O, 400, 400, :fill) end
dayskyfunction draws the daytime sky:
function dayskyfunction(scene::Scene, framenumber) sethue("skyblue") box(O, 400, 400, :fill) end
sunfunction draws a sun at 24 positions during the day. Since the framenumber will be a number between 0 and 23, this can be easily converted to lie between 0 and 2π.
function sunfunction(scene::Scene, framenumber) t = rescale(framenumber, 0, 23, 2pi, 0) gsave() sethue("yellow") circle(polar(150, t), 20, :fill) grestore() end
And finally, tere's a
groundfunction that draws the ground, the lower half of the drawing:
function groundfunction(scene::Scene, framenumber) gsave() sethue("brown") box(Point(O.x, O.y + 100), 400, 200, :fill) grestore() sethue("white") end
To combine these together, we'll define a group of Scenes that make up the movie. The scenes specify which functions are to be used, and for which frames:
backdrop = Scene(sun24demo, backgroundfunction, 0:23) # every frame nightsky = Scene(sun24demo, nightskyfunction, 0:6) # midnight to 06:00 nightsky1 = Scene(sun24demo, nightskyfunction, 17:23) # 17:00 to 23:00 daysky = Scene(sun24demo, dayskyfunction, 5:19) # 05:00 to 19:00 sun = Scene(sun24demo, sunfunction, 6:18) # 06:00 to 18:00 ground = Scene(sun24demo, groundfunction, 0:23) # every frame
animate function scans all the scenes in the scenelist for the movie, and calls the specified functions for each frame to build the animation:
animate(sun24demo, [ backdrop, nightsky, nightsky1, daysky, sun, ground ], framerate=5, creategif=true)
Notice that for some frames, such as frame 0, 1, or 23, three of the functions are called: for others, such as 7 and 8, four or more functions are called.
As this is a very simple example, there is of course an easier wayto make this particular animation.
We can use the incoming framenumber, rescaled, as the master parameter that determines the position and appearance of all the graphics.
function frame(scene, framenumber) background("black") n = rescale(framenumber, scene.framerange.start, scene.framerange.stop, 0, 1) n2π = rescale(n, 0, 1, 0, 2π) sethue(n, 0.5, 0.5) box(BoundingBox(), :fill) if 0.25 < n < 0.75 sethue("yellow") circle(polar(150, n2π + π/2), 20, :fill) end if n < 0.25 || n > 0.75 sethue("white") circle(polar(150, n2π + π/2), 20, :fill) end end