bruhanimate
Composable terminal animations for Python.
Documentation · Getting started · Core concepts · Release guide
Turn a simulation, drawing function, or stream of solver snapshots into an ASCII animation. One player handles timing, input, changed-cell rendering, and terminal cleanup, so your code can concentrate on what happens and how it looks.
For repeatable CPU measurements, run
uv run --locked python scripts/benchmark_rendering.py --output benchmark.json.
See the rendering performance guide for methodology
and interpretation; these measurements exclude native terminal I/O.
- Built-in effects: snow, fire, rain, stars, Matrix, cellular automata, and more.
- Layered scenes: combine animated backgrounds, text, and custom drawings.
- Resizable demos: all demo
run()entry points default toon_resize="resize"; all built-in effects adapt their simulation areas. Custom BaseEffect subclasses retain and clip their original rasters by default. Fixed demo artwork and window bounds keep their geometry. - Solver playback: pause, step, and change speed while consuming snapshots lazily.
- Grid helpers: board coordinates, centered layouts, paths, markers, and clipping.
Version 1 is a breaking release. The old renderer hierarchy is replaced by
play,Scene, andPlayback. See the migration guide.
Quick start
Requires Python 3.13 or newer. After a 1.x release is published:
python -m pip install "bruhanimate>=1,<2"
For unreleased code, use the source checkout. Optional audio
capture dependencies are available with python -m pip install "bruhanimate[audio]>=1,<2".
From a checkout, run uv run --locked --extra audio python -m bruhanimate.demos.audio_demo
while music is playing. Left/right arrows select the previous/next visualization
with no automatic cycling; q quits. See the
audio demo guide.
The audio demo plays inside the original computer artwork with snow behind it;
press C to cycle classic, expanded artwork, and a rectangular computer.
Expanded inserts middle sections to give the monitor more room while keeping
the original corners and keyboard. Small terminals use the rectangular frame
automatically. Arrow keys still select modes, and resize/style changes preserve
capture and snow. Use run(computer="expanded") from
bruhanimate.demos.audio_demo to start with the larger artwork.
The audio demo starts with Objects, a field of blocks across the monitor:
bass grows them from 3×3 cells until they touch and fill the viewport, mids move
them within the remaining space, treble adds sparkles, and volume sets brightness.
The seven supported modes are objects, tiles, glow, bars, mirror,
waveform, and spectrum. Tiles lights frequency blocks across the screen; Glow
blends bass, mids, and treble into moving pools of color. AudioSettings exposes typed mode choices,
sensitivity, smoothing, noise_floor, and bar_gain; effects.audio.presets() lists presets.
Bars/Mirror default to bar_gain=2 for taller bars; use 1 for the original
height or increase it for more screen coverage. The demo also fills column gaps.
Frequency bands sum energy so quieter mids and diffuse treble remain visible
beside bass. The default noise_floor=-65 retains quiet detail; raise it to
-55 or -40 to suppress more background noise.
Experimental modes were removed from the API—see the
audio migration notes.
Save this as animation.py and run python animation.py in a terminal:
from bruhanimate import play
play("snow", preset="light", fps=60, updates_per_second=30)
Press q, Escape, or Ctrl+C to quit and restore the terminal.
fps controls presentation; updates_per_second controls simulation ticks.
Set frames=120 to limit the number of presented frames.
Discover effects and presets
light is a named SnowSettings configuration: intensity 0.005, wind 0.0,
with collision and info display disabled. Discover the choices and their values:
from bruhanimate import effects
print(effects.names()) # All registered effects
print(effects.snow.presets()) # light, moderate, blizzard, windy + settings
print(effects.snow.preset("light")) # A fresh SnowSettings copy
print(effects.snow.defaults()) # Default settings, with typed fields
For editor completion of effects, effect-specific presets, and settings, use
the typed catalog. It runs through the same player as play("snow", ...):
from bruhanimate import effects
effects.snow.play(preset="light", fps=60, updates_per_second=30, duration=10)
duration limits wall-clock seconds after startup, including paused/held time.
The first duration, frame, completion, or quit condition wins. Zero starts no
effect; play still opens/restores its Screen. Slow callbacks can overrun the
deadline. Built-in settings validate types, ranges, and choices before use.
Explore without writing a script or opening an animation:
bruhanimate list
bruhanimate presets snow
bruhanimate info snow
bruhanimate play snow --preset light --duration 10 --set wind=0.4
python -m bruhanimate provides the same CLI. In a source checkout, prefix either
command with uv run --locked. See the discovery guide
for configuration, CLI options, typing, and custom registry entries.
Capture and record
Use a seed to reproduce an effect with the same settings, size, update sequence, and dependency versions. Each effect has independent Python/NumPy randomness. The typed catalog also exposes headless capture and recording:
from bruhanimate import Frame, effects
def inspect(frame: Frame) -> None:
print(frame.index, frame.time, frame.text())
effects.snow.capture(on_frame=inspect, preset="light", seed=42,
width=40, height=12, frames=4)
bruhanimate record snow snow.cast --preset light --seed 42 --duration 5
Capture uses virtual time and requires a frame or duration bound. It streams
immutable snapshots through the existing player without opening a terminal or
sleeping. effects.snow.record("snow.cast", ...) writes asciicast v2 files;
existing files are protected unless overwrite=True / --overwrite is set.
Live audio still requires matching external input for repeatability. See the
capture guide for timing, ownership, and format details.
Build a scene
Layers support region=(x, y, width, height) clipping and independent
updates_per_second rates. TimedOverlay shows a child for a limited duration,
then reveals the current layers beneath it. For a complete example using all
three features, run the native beam demo:
from bruhanimate import beam_demo
beam_demo.run(frames=180, fps=60)
It combines snow at 15 updates/sec, a lazy beam solver at 5 steps/sec, a temporary message, and a status display. Space pauses the solver, n/right steps, +/- changes speed, and q quits. See the composition guide for typed API examples, clipping coordinates, timing, and ownership.
For a visual composition example, run the original v0.2 computer artwork with
colorful plasma inside its angled monitor and snow falling behind it. A channel
badge disappears after two seconds, then pyfiglet "bruh" cycles through Glitch,
Focus, Dissolve, and Wipe entrances over the moving plasma. Each holds for three
seconds, animates back out in reverse, then leaves a one-second gap before the next.
Playback continues until q
or the frame limit:
from bruhanimate import tv_demo
tv_demo.run(frames=180, fps=60)
For your own scene, use
GlitchImageEffect(text_to_image("bruh", font="small"), characters_per_second=18, travel_time=0.65, seed=42, repeat=True, reverse=True, hold_duration=3, repeat_delay=1)
(import both helpers from bruhanimate).
The typed options control launch rate, flight time in seconds, and reproducible
glitches. Resize preserves progress. Use on_complete="hold" to keep the background
running once it finishes. ImageEffect(..., characters_per_second=18) also remains
available for a simple typewriter reveal.
FocusImageEffect(rows, duration=2, scatter=(8, 3), seed=42) assembles scattered
characters. DissolveImageEffect(rows, duration=2, direction="in", seed=42) reveals
them in random order; direction="out" removes them. Both support the same hold,
gap, and repeat controls as Glitch.
Set reverse=True to retrace the effect after its hold, before the gap. Each leg
uses the same duration and seeded frames; resize preserves the current leg.
WipeImageEffect(rows, duration=2, direction="right", reverse=True) reveals a
straight edge across the text, then wipes it back out. WipeDirection offers
"left", "right", "up", and "down" in editor completion.
Use AnimationSequence and SequenceStep to schedule any animation, with
fresh factory-created children, simulation-second durations, frozen holds, and
blank gaps. The TV demo uses this public API:
from bruhanimate import AnimationSequence, SequenceStep, WipeImageEffect, play
sequence = AnimationSequence(
SequenceStep(lambda: WipeImageEffect("bruh", duration=1, direction="right"),
duration=1, hold_duration=2, gap=0.5, name="Wipe right"),
SequenceStep(lambda: WipeImageEffect("bruh", duration=1, direction="down"),
duration=1, hold_duration=2, gap=0.5, name="Wipe down"),
repeat=True,
)
play(sequence, duration=12, on_resize="resize")
See the sequencing guide for completion, skipped steps, child ownership, and resize behavior.
Masks and styling work with any animation, through
Layer(content, mask=ImageMask(rows), style=TextStyle(foreground=231), preserve_background=True). Image effects operate on ASCII/text rows; Animation
remains the general content contract. See the image guide
for standalone examples and typed options.
from bruhanimate import image_demo
image_demo.run(frames=600, fps=60)
This six-panel showcase compares Glitch, Focus, Dissolve, Wipe, animated plasma painted through an image mask, and a public animation sequence. It reflows when the terminal resizes.
Or run python -m bruhanimate.demos.tv_demo in your terminal.
Use an 80-column by 34-row terminal to see the full artwork; resize recenters it
and smaller terminals clip safely. See the TV demo
for the masked screen and layer layout.
For five windows bouncing around the terminal, including live audio:
from bruhanimate import windows_demo
windows_demo.run(frames=180, fps=60, audio_mode="mirror")
Run uv run --locked --extra audio python -m bruhanimate.demos.windows_demo
for continuous playback. Plasma, fire, snow, Matrix rain, and audio Mirror move with
their frames and overlap in a fixed stacking order. Choose another typed
audio_mode, such as "mirror", or use None for four windows without capture.
See the moving windows demo.
Windows are larger now: 36×11 cells on an 80×24 terminal, up to 60×20 on larger
terminals, including borders. They overlap as they bounce.
Use Panel to compose your own movable windows. size is the content size;
the border adds two columns and two rows. The factory receives the correct local
buffer, and typed settings/presets remain available through effects.snow:
from bruhanimate import Panel, SnowEffect, effects, play
def build(buffer):
return Panel(
effect_factory=lambda local: SnowEffect(local, " ", effects.snow.preset("light")),
size=(28, 8),
position=(2, 2),
velocity=(18, 3),
bounds=(0, 0, buffer.width(), buffer.height()),
bounce=True,
border=True,
title="Snow",
updates_per_second=15,
)
play(effect_factory=build, fps=60, updates_per_second=60, frames=180)
Type Panel( for named options and effects.snow.preset( for preset completion.
See the Panel guide for clipping, transparency, and ownership.
Build a dashboard
Row and Column allocate Slots using Fixed cell counts or weighted Flex
space. Nest containers without calculating coordinates. Labels support typed
alignment, clipping, wrapping, and styling; callbacks refresh text during updates.
from bruhanimate import Column, Fixed, Flex, Label, Row, Slot, Spacer, StatusBar, TextStyle, play
layout = Column(
Slot(Label("MY DASHBOARD", align="center", style=TextStyle(bold=True)), size=Fixed(1)),
Slot(Row(
Slot(Label("Main content", align="center", vertical_align="middle"), size=Flex(2)),
Spacer(Fixed(1)),
Slot(Label(lambda: "State: ready", overflow="ellipsis"), size=Fixed(16)),
)),
Slot(StatusBar("Ready", right="q quit", style=TextStyle(background=24)), size=Fixed(1)),
padding=1,
gap=1,
)
play(effect_factory=layout.build, fps=60, frames=180, on_resize="resize")
Use Slot(effect_factory=...) for animations that need an allocated local buffer.
Type Label(..., align=...) or overflow=... for editor choices. Layout trees
are single-use; create a new tree for another run. See the
layout and text guide for sizing, ownership, and callbacks.
Run python -m bruhanimate.demos.dashboard_demo for a beam solver, live statistics,
snow background, plasma preview, and an activity log. Tab/Shift+Tab selects a panel;
Space pauses the solver or signal. In the solver, n steps and +/- changes speed; in the signal
panel, r remixes plasma. The focused border and status hints show where keys go.
Arrows/Page Up/Down/Home/End scroll the solver or log. Scrolling upward in the log
suspends following new messages; End resumes it. The log records solver progress
and control actions, with bounded history.
q quits. Resize the terminal while paused to see the layout reflow
without losing the solver snapshot or queued steps. See the dashboard demo.
Keyboard bindings and focus
Named keys are Literal-typed for editor completion. Character shortcuts use
KeyBinding.character(...). Attach a target to each interactive panel, then pass
the group's handler to the existing player:
from bruhanimate import (
Column, Fixed, FocusGroup, FocusTarget, KeyBinding, KeyBindings,
Label, Panel, Slot, StatusBar, play,
)
state = {"count": 0}
def increment() -> None:
state["count"] += 1
counter = FocusTarget("counter", KeyBindings(
KeyBinding("space", increment, description="increment"),
))
focus = FocusGroup(counter)
layout = Column(
Slot(Panel(Label(lambda: f"Count: {state['count']}"),
size=(20, 3), fit=True, title="Counter", focus=counter)),
Slot(StatusBar("counter", center=focus.help_text, right="q quit"), size=Fixed(1)),
)
play(effect_factory=layout.build, event_handler=focus.handle_event,
frames=180, on_resize="resize")
Add more targets to FocusGroup to navigate with Tab/Shift+Tab. Bindings expose
typed hints() and help_text() so help stays aligned with actions. Actions return
None and consume their key; quit=True explicitly requests exit. FocusGroup adds
q/Q, Escape, and Ctrl+C as global fallback quit keys. Hidden or disabled targets
are skipped, and showing a panel does not steal focus. See the
keyboard guide for custom navigation, global bindings,
visibility, and EventResult for custom routing.
Scrollable content and logs
ScrollView(animation, size=(40, 8), content_size=(100, 60)) owns an animation on
a larger canvas. Its viewport resizes without restarting the child or consuming
solver snapshots. LogView stores bounded text history and exposes the same
scrolling controls:
from bruhanimate import (
Column, Fixed, FocusGroup, FocusTarget, LogView, Panel, Slot, StatusBar, play,
)
log = LogView(size=(40, 6), max_lines=200, wrap="character", follow_tail=True)
log.append("Ready\n" + "\n".join(f"Activity {i}" for i in range(20)))
target = FocusTarget("activity", log.bindings)
focus = FocusGroup(target)
layout = Column(
Slot(Panel(log, size=(40, 6), fit=True, title="Activity", focus=target)),
Slot(StatusBar(lambda: "LIVE" if log.follow_tail else "HISTORY",
center=focus.help_text, right="q quit"), size=Fixed(1)),
)
play(effect_factory=layout.build, event_handler=focus.handle_event,
on_resize="resize", frames=180)
Append messages from actions or updates. wrap offers typed "character" and
"none" choices; TextStyle controls colors. Upward scrolling preserves your place
as messages arrive; End or log.follow_tail = True returns to the newest messages.
max_lines counts logical lines, and evicts the oldest excess lines. The
scrolling guide covers resize anchoring, navigation,
ownership, and an interactive append example.
Board highlights and playable exports
PathEffect moves a marker along supplied cells or traces the route. PulseEffect
brightens a cell; RippleEffect expands a circle, diamond, or square. All use board
coordinates and follow centered placement on resize. Editor completion exposes
PathMode, RippleMetric, and their constructor options.
from bruhanimate import PathEffect, play
play(PathEffect([(0, 0), (1, 0), (2, 0)], size=(3, 1), mode="trace",
duration=2, hold_duration=1, repeat=True),
duration=5, on_resize="resize")
Run the complete example with python -m bruhanimate.demos.routing_demo.
See the motion guide for timing and composition.
save_svg(frame, path) needs no extra dependencies. Install
pip install "bruhanimate[export]" for save_png and export_animation (GIF/MP4).
ExportStyle exposes font, cell size, and RGB colors; ExportFormat exposes the
animation formats. MP4 uses the bundled FFmpeg executable on supported platforms.
from pathlib import Path
from tempfile import TemporaryDirectory
from bruhanimate import capture, save_svg
frames = []
capture("plasma", on_frame=frames.append, frames=1, width=30, height=10)
with TemporaryDirectory() as directory:
save_svg(frames[0], Path(directory) / "plasma.svg")
For a persistent video after installing the extra:
python -c "from bruhanimate import export_animation; export_animation('plasma.mp4', 'plasma', duration=5, fps=30)"
Export owns its animation and requires a finite frame/duration bound. Existing
files require overwrite=True. GIF buffers a bounded number of pixels; MP4
streams frames. The export guide covers these limits,
font selection, and exporting your own scenes without a terminal.
Live terminal resize
Live resize is opt-in with on_resize="resize" on play, Player, or
effects.snow.play. Editors suggest both "raise" (the existing default) and
"resize" through ResizePolicy. Layouts reflow; Panel(..., fit=True) follows
its parent's allocation. Snow piles and fire follow the new bottom; plasma fills
the new area at its current phase. Rain preserves drops and lightning lifetimes,
and Matrix preserves characters and row timing. Cropped state is discarded;
all built-ins now adapt their simulation dimensions. Grids retain cell state,
particles retain velocities, and audio keeps its capture worker. Custom
animations can implement the same typed Resizable.resize((width, height)) hook. See the
resize guide for lifecycle and platform details.
from bruhanimate import effects
effects.fire.play(on_resize="resize", fps=60, updates_per_second=30, frames=180)
# The same option is available on effects.rain.play() and effects.matrix.play().
Put a title over an animated background:
from bruhanimate import ImageEffect, Scene, effect_registry, play
def build(buffer):
snow = effect_registry.create("snow", buffer, " ", preset="light")
return Scene(snow, ImageEffect("Advent of Code"))
play(effect_factory=build, fps=60, updates_per_second=30)
The factory receives a screen-sized buffer. A scene paints its children from back
to front, and ImageEffect centers text by default. Use
Layer(animation, transparent=True) when plain spaces should reveal lower layers;
None cells are always transparent.
Animate a solver
Yield snapshots from your solver and describe how to draw one:
from bruhanimate import Playback, draw_grid, play
board = ("S...", ".##.", "...E")
def states():
yield from ((0, 0), (1, 0), (2, 0), (3, 0), (3, 1), (3, 2))
def draw(position, buffer):
grid = draw_grid(buffer, board, spacing=(2, 1))
grid.put(*position, "@")
animation = Playback(states(), draw, steps_per_second=5)
play(animation, fps=60, event_handler=animation.handle_event, on_complete="hold")
Space pauses, n/right arrow steps, +/- changes speed, and q quits.
The final state stays visible; use on_complete="exit" to close automatically.
Yield independent snapshots, and keep the work between yields short enough for
responsive input. Playback keeps the current snapshot and closes its iterator on
completion or early quit.
Choose the right building block
| You want to… | Start with |
|---|---|
| Run a built-in effect | play("fire") or a named preset |
| Write a small custom animation | CallbackEffect(draw, update=update) |
| Keep a persistent simulation raster | Subclass BaseEffect and implement update(dt) |
| Combine backgrounds, labels, and overlays | Scene, Layer, and ImageEffect |
| Pan a board or larger animation canvas | ScrollView |
| Browse bounded activity history | LogView |
| Route keys to a selected panel | FocusTarget and FocusGroup |
| Animate a solver or recorded states | Playback and draw_grid |
| Supply your own Screen or clock | Player |
Change state in update(dt) and read it in draw(buffer). The player owns the
loop; animations own their state. The core-concepts guide
walks through this division with complete examples.
Water, smoke, cloth, and procedural worlds
Run all six together in resizable panels:
python -m bruhanimate.demos.nature_demo
| Effect | Presets | What it does |
|---|---|---|
water |
pond, rain, storm |
Interacting ripples and reflecting edges; inject your own drops |
diffusion |
coral, spots, stripes, organic |
Reaction–diffusion; organic adds shaded, scattered patterns |
smoke |
plume, ink, windy |
Rising smoke or sinking ink, with optional solid obstacles |
metaballs |
lava, orbit, outline |
Moving blobs that merge into shared surfaces |
cloth |
flag, checker, banner |
Waving cloth carrying a pattern, text, or your ASCII art |
terrain |
hills, mountains, contours |
A perspective flyover of seeded terrain |
from bruhanimate import effects
print(effects.names())
print(effects.water.presets())
settings = effects.water.preset("pond")
settings.drop_chance = 0.2
effects.water.play(settings=settings, fps=60, updates_per_second=30,
duration=10, on_resize="resize")
Editors complete effects.water, preset names, and WaterSettings fields;
the same typed catalog is available for every effect above. Each has a standalone
demo (python -m bruhanimate.demos.cloth_demo, for example). No audio dependency
is needed. Smoke uses an artistic flow field and cloth uses traveling waves.
See the natural effects guide for controls,
custom cloth art, units, and resize behavior.
Explore the demos
python -m bruhanimate.demos.snow_demo
python -m bruhanimate.demos.fire_demo
python -m bruhanimate.demos.shared_player_demo
python -m bruhanimate.demos.grid_demo
From a uv source checkout, prefix these commands with uv run --locked.
The grid demo includes a complete BFS solver, animated background, status text,
and playback controls. Demos expose run(frames=None, fps=...) for use from Python.
Documentation
| Guide | What it covers |
|---|---|
| Getting started | Installation, first animation, and demos |
| Core concepts | Player, state, buffers, composition, and solver snapshots |
| Player and composition | Timing, lifecycle, ownership, and the API |
| Image effects | Glitch, Focus, Dissolve, Wipe, masks, and styling |
| Animation sequences | Timed factories, holds, gaps, completion, and ownership |
| Resize | Layout reflow and built-in state preservation |
| Rendering performance | CPU and native terminal benchmarks |
| Release 1.3.0 | Features and upgrade notes |
| Solver playback | Pause, stepping, completion, and bounded solver work |
| Migration to 1.0 | Replacing the 0.2.x renderer APIs |
| Release process | Dev-to-main workflow, versions, tags, and publishing |
Live terminal reflow is available with on_resize="resize"; all demos enable it
by default. Headless capture, .cast recording, SVG/PNG snapshots, and GIF/MP4
export are supported. See the native checks guide
for terminal and optional audio validation.
The terminal demo is a pipe-based command console, not a PTY emulator.
Development
Use Python 3.13 and uv 0.13.4, pinned in pyproject.toml:
git clone https://github.com/ethanlchristensen/bruh.animate.git
cd bruh.animate
git switch dev
uv sync --locked --group docs
uv run --locked ruff check .
uv run --locked mypy
uv run --locked pytest
uv run --locked python scripts/check_examples.py
uv run --locked --group docs python scripts/build_docs.py
Install uv with python -m pip install uv==0.13.4, or update an existing standalone
installation with uv self update 0.13.4. Sync installs this checkout in editable
mode. Open docs/build/html/index.html to preview the documentation.
Read AGENTS.md for architecture, lifecycle rules, and contribution checks. CI tests Linux, Windows, and macOS and smoke-tests installed wheel/source distributions.
Releases
Work on dev → merge into main → wait for green CI → push a matching version tag.
A merge updates the documentation site. Pushing vMAJOR.MINOR.PATCH starts package
validation and publishing to PyPI, followed by a GitHub release. The preparation
helper previews by default and never creates a tag:
# Check the currently prepared version; no version or Git changes:
uv run --locked python publish.py --check
Follow the complete release checklist for version/lockfile agreement, authentication setup, tag commands, and recovery.
License
Apache 2.0. Created by Ethan Christensen, with inspiration from Asciimatics.
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