AniFrame: A Programming Language for 2D Drawing and Frame-Based Animation
Abstract
Creative coding is an experimentation-heavy activity that requires translating high-level visual ideas into code. However, most languages and libraries for creative coding may not be adequately intuitive for beginners. In this paper, we present AniFrame, a domain-specific language for drawing and animation. Designed for novice programmers, it (i) features animation-specific data types, operations, and built-in functions to simplify the creation and animation of composite objects, (ii) allows for fine-grained control over animation sequences through explicit specification of the target object and the start and end frames, (iii) reduces the learning curve through a Python-like syntax, type inferencing, and a minimal set of control structures and keywords that map closely to their semantic intent, and (iv) promotes computational expressivity through support for common mathematical operations, built-in trigonometric functions, and user-defined recursion. Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases. AniFrame is open-source, and its implementation and reference are available at https://github.com/memgonzales/aniframe-language.
Cite
@article{arxiv.2404.10250,
title = {AniFrame: A Programming Language for 2D Drawing and Frame-Based Animation},
author = {Mark Edward M. Gonzales and Hans Oswald A. Ibrahim and Elyssia Barrie H. Ong and Ryan Austin Fernandez},
journal= {arXiv preprint arXiv:2404.10250},
year = {2024}
}
Comments
Accepted for paper presentation at the 24th Philippine Computing Science Congress (PCSC 2024), held in Laguna, Philippines