Asset catalog

Preview any asset at /materials/<name>.png (8x, transparent). /assets.json lists id, description, status, width, height, anchor, image for every asset. Use only status: stable.

Size rules

  • Items, props and symbols: 16x16. Big objects are larger (see below).

  • Hero: 24x24.

  • Creatures: 16 wide, 24 tall. The top 8 rows are room for jumping and floating.

  • Characters stand on the bottom row of the image. Use the image bottom as the floor.

  • Characters have eyes but no mouth.

Items

heart / coin / gem / key / lock / sword / shield / bow / arrow / bomb / potion / book / scroll / map / compass / clock / boot / feather / bolt / moon / sun / cloud / rain / skull / trophy / apple / cherry / carrot / candy / ring / crown / bell / letter / gift / dice / note / fire / snowflake / leaf / egg / bone / hammer / pickaxe / wand / hourglass

Props

block / crate / chest / chest-open / barrel / door / door-closed / switch / switch-on / plate / plate-on / ladder / spikes / portal

Visual only. Implement opening, locking and switching in the game.

Scenery

water / lava / grass / sand / ice / bridge / fence / sign / torch / mushroom / cactus / rock / mountain / house / well / bench / table / chair / bed / plant / bush / stairs / tree / flower / stone / wall / tile / flag

wall is tall and hides what is behind it. Use block for mazes and boards.

Big objects

big-tree 32x48 / cottage 32x32 / castle 48x48 / tower 16x48 / boulder 32x24 / tent 32x24 / cart 32x24 / boat 32x32 / car 32x16 / truck 48x16 (face right; flip: true for left)

Same dot size as everything else; only the picture is bigger. Never scale a small asset up.

big-slime 32x24 is a boss with the same 4-frame motions as creatures: big-slime-<motion><1..4>.

Creatures

cat / bat / ghost / bug / fish / bird / snail / spider / frog / rabbit

Every animation is 4 frames: <name>-<motion><1..4>, motion idle / move / attack / hurt.

  • idle: breathing (ground) or bobbing (flyers)

  • move: hop, crawl, swim, flap

  • attack: crouch, pull back, lunge, recover

  • hurt: flash, knocked back, flash, recovered. Play once from the hit time.

Old names still work: <name> = idle1, <name>-hurt = hurt1.

fish / bird / snail face right; cat / rabbit face left. Use flip: true for the other way.

slime, side-slime and big-slime have the same 4 motions. slime also has a 6-frame jump used by GameLib.hopPatrol: slime-squash / -jump / -apex / -fall / -land / -recover.

Effects

fx-<hit|slash|poof|dust|explode>-1..4

One-shot frames. Use GameLib.effect(name, since, world.time) to pick the frame.

Symbols

flag-small / cross / check / pause / play / sound / spark

Side view

side-slime-* frames face right and lean forward in the air; draw with flip: true to face left.

side-hero-left-*, side-hero-right-*, side-tile, side-wall and side-<prop> (e.g. side-crate). Items, creatures and symbols are shared with front.

iso-* and depth-* assets are in development and may change.

Catalog

front and side assets. Hero frames are usually drawn with g.hero().

NameSizeDescriptionImage
hero-down-left-idle124x24hero, facing down-left, standing. idle frame 1 of 4. Usually drawn with g.hero().png
hero-down-left-idle224x24hero, facing down-left, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero().png
hero-down-left-idle324x24hero, facing down-left, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero().png
hero-down-left-idle424x24hero, facing down-left, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero().png
hero-down-left-walk124x24hero, facing down-left, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero().png
hero-down-left-walk224x24hero, facing down-left, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero().png
hero-down-left-walk324x24hero, facing down-left, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero().png
hero-down-left-walk424x24hero, facing down-left, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero().png
hero-down-left-jump124x24hero, facing down-left, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero().png
hero-down-left-jump224x24hero, facing down-left, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero().png
hero-down-left-jump324x24hero, facing down-left, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero().png
hero-down-left-jump424x24hero, facing down-left, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero().png
hero-down-left-hurt124x24hero, facing down-left, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero().png
hero-down-left-hurt224x24hero, facing down-left, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero().png
hero-down-left-hurt324x24hero, facing down-left, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero().png
hero-down-left-hurt424x24hero, facing down-left, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero().png
hero-down-left-happy124x24hero, facing down-left, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero().png
hero-down-left-happy224x24hero, facing down-left, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero().png
hero-down-left-happy324x24hero, facing down-left, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero().png
hero-down-left-happy424x24hero, facing down-left, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero().png
hero-down-left-idle24x24hero, facing down-left, standing (same as idle1). Usually drawn with g.hero().png
hero-down-left-jump24x24hero, facing down-left, jumping (same as jump1). Usually drawn with g.hero().png
hero-down-left-happy24x24hero, facing down-left, cheering (same as happy1). Usually drawn with g.hero().png
hero-down-left-hurt24x24hero, facing down-left, hurt (same as hurt1). Usually drawn with g.hero().png
hero-down-right-idle124x24hero, facing down-right, standing. idle frame 1 of 4. Usually drawn with g.hero().png
hero-down-right-idle224x24hero, facing down-right, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero().png
hero-down-right-idle324x24hero, facing down-right, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero().png
hero-down-right-idle424x24hero, facing down-right, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero().png
hero-down-right-walk124x24hero, facing down-right, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero().png
hero-down-right-walk224x24hero, facing down-right, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero().png
hero-down-right-walk324x24hero, facing down-right, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero().png
hero-down-right-walk424x24hero, facing down-right, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero().png
hero-down-right-jump124x24hero, facing down-right, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero().png
hero-down-right-jump224x24hero, facing down-right, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero().png
hero-down-right-jump324x24hero, facing down-right, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero().png
hero-down-right-jump424x24hero, facing down-right, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero().png
hero-down-right-hurt124x24hero, facing down-right, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero().png
hero-down-right-hurt224x24hero, facing down-right, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero().png
hero-down-right-hurt324x24hero, facing down-right, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero().png
hero-down-right-hurt424x24hero, facing down-right, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero().png
hero-down-right-happy124x24hero, facing down-right, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero().png
hero-down-right-happy224x24hero, facing down-right, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero().png
hero-down-right-happy324x24hero, facing down-right, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero().png
hero-down-right-happy424x24hero, facing down-right, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero().png
hero-down-right-idle24x24hero, facing down-right, standing (same as idle1). Usually drawn with g.hero().png
hero-down-right-jump24x24hero, facing down-right, jumping (same as jump1). Usually drawn with g.hero().png
hero-down-right-happy24x24hero, facing down-right, cheering (same as happy1). Usually drawn with g.hero().png
hero-down-right-hurt24x24hero, facing down-right, hurt (same as hurt1). Usually drawn with g.hero().png
hero-up-left-idle124x24hero, seen from behind, up-left, standing. idle frame 1 of 4. Usually drawn with g.hero().png
hero-up-left-idle224x24hero, seen from behind, up-left, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero().png
hero-up-left-idle324x24hero, seen from behind, up-left, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero().png
hero-up-left-idle424x24hero, seen from behind, up-left, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero().png
hero-up-left-walk124x24hero, seen from behind, up-left, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero().png
hero-up-left-walk224x24hero, seen from behind, up-left, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero().png
hero-up-left-walk324x24hero, seen from behind, up-left, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero().png
hero-up-left-walk424x24hero, seen from behind, up-left, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero().png
hero-up-left-jump124x24hero, seen from behind, up-left, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero().png
hero-up-left-jump224x24hero, seen from behind, up-left, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero().png
hero-up-left-jump324x24hero, seen from behind, up-left, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero().png
hero-up-left-jump424x24hero, seen from behind, up-left, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero().png
hero-up-left-hurt124x24hero, seen from behind, up-left, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero().png
hero-up-left-hurt224x24hero, seen from behind, up-left, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero().png
hero-up-left-hurt324x24hero, seen from behind, up-left, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero().png
hero-up-left-hurt424x24hero, seen from behind, up-left, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero().png
hero-up-left-happy124x24hero, seen from behind, up-left, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero().png
hero-up-left-happy224x24hero, seen from behind, up-left, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero().png
hero-up-left-happy324x24hero, seen from behind, up-left, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero().png
hero-up-left-happy424x24hero, seen from behind, up-left, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero().png
hero-up-left-idle24x24hero, seen from behind, up-left, standing (same as idle1). Usually drawn with g.hero().png
hero-up-left-jump24x24hero, seen from behind, up-left, jumping (same as jump1). Usually drawn with g.hero().png
hero-up-left-happy24x24hero, seen from behind, up-left, cheering (same as happy1). Usually drawn with g.hero().png
hero-up-left-hurt24x24hero, seen from behind, up-left, hurt (same as hurt1). Usually drawn with g.hero().png
hero-up-right-idle124x24hero, seen from behind, up-right, standing. idle frame 1 of 4. Usually drawn with g.hero().png
hero-up-right-idle224x24hero, seen from behind, up-right, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero().png
hero-up-right-idle324x24hero, seen from behind, up-right, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero().png
hero-up-right-idle424x24hero, seen from behind, up-right, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero().png
hero-up-right-walk124x24hero, seen from behind, up-right, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero().png
hero-up-right-walk224x24hero, seen from behind, up-right, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero().png
hero-up-right-walk324x24hero, seen from behind, up-right, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero().png
hero-up-right-walk424x24hero, seen from behind, up-right, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero().png
hero-up-right-jump124x24hero, seen from behind, up-right, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero().png
hero-up-right-jump224x24hero, seen from behind, up-right, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero().png
hero-up-right-jump324x24hero, seen from behind, up-right, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero().png
hero-up-right-jump424x24hero, seen from behind, up-right, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero().png
hero-up-right-hurt124x24hero, seen from behind, up-right, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero().png
hero-up-right-hurt224x24hero, seen from behind, up-right, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero().png
hero-up-right-hurt324x24hero, seen from behind, up-right, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero().png
hero-up-right-hurt424x24hero, seen from behind, up-right, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero().png
hero-up-right-happy124x24hero, seen from behind, up-right, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero().png
hero-up-right-happy224x24hero, seen from behind, up-right, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero().png
hero-up-right-happy324x24hero, seen from behind, up-right, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero().png
hero-up-right-happy424x24hero, seen from behind, up-right, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero().png
hero-up-right-idle24x24hero, seen from behind, up-right, standing (same as idle1). Usually drawn with g.hero().png
hero-up-right-jump24x24hero, seen from behind, up-right, jumping (same as jump1). Usually drawn with g.hero().png
hero-up-right-happy24x24hero, seen from behind, up-right, cheering (same as happy1). Usually drawn with g.hero().png
hero-up-right-hurt24x24hero, seen from behind, up-right, hurt (same as hurt1). Usually drawn with g.hero().png
wall16x32Tall wall, 16x32. Hides what is behind it; use block for mazes.png
side-wall16x32side view wall. Tall wall, 16x32. Hides what is behind it; use block for mazes.png
side-hero-left-idle124x24side view hero, facing left, standing. idle frame 1 of 4. Usually drawn with g.hero().png
side-hero-left-idle224x24side view hero, facing left, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero().png
side-hero-left-idle324x24side view hero, facing left, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero().png
side-hero-left-idle424x24side view hero, facing left, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero().png
side-hero-left-walk124x24side view hero, facing left, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero().png
side-hero-left-walk224x24side view hero, facing left, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero().png
side-hero-left-walk324x24side view hero, facing left, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero().png
side-hero-left-walk424x24side view hero, facing left, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero().png
side-hero-left-jump124x24side view hero, facing left, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero().png
side-hero-left-jump224x24side view hero, facing left, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero().png
side-hero-left-jump324x24side view hero, facing left, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero().png
side-hero-left-jump424x24side view hero, facing left, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero().png
side-hero-left-hurt124x24side view hero, facing left, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero().png
side-hero-left-hurt224x24side view hero, facing left, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero().png
side-hero-left-hurt324x24side view hero, facing left, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero().png
side-hero-left-hurt424x24side view hero, facing left, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero().png
side-hero-left-happy124x24side view hero, facing left, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero().png
side-hero-left-happy224x24side view hero, facing left, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero().png
side-hero-left-happy324x24side view hero, facing left, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero().png
side-hero-left-happy424x24side view hero, facing left, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero().png
side-hero-left-idle24x24side view hero, facing left, standing (same as idle1). Usually drawn with g.hero().png
side-hero-left-jump24x24side view hero, facing left, jumping (same as jump1). Usually drawn with g.hero().png
side-hero-left-happy24x24side view hero, facing left, cheering (same as happy1). Usually drawn with g.hero().png
side-hero-left-hurt24x24side view hero, facing left, hurt (same as hurt1). Usually drawn with g.hero().png
side-hero-right-idle124x24side view hero, facing right, standing. idle frame 1 of 4. Usually drawn with g.hero().png
side-hero-right-idle224x24side view hero, facing right, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero().png
side-hero-right-idle324x24side view hero, facing right, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero().png
side-hero-right-idle424x24side view hero, facing right, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero().png
side-hero-right-walk124x24side view hero, facing right, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero().png
side-hero-right-walk224x24side view hero, facing right, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero().png
side-hero-right-walk324x24side view hero, facing right, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero().png
side-hero-right-walk424x24side view hero, facing right, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero().png
side-hero-right-jump124x24side view hero, facing right, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero().png
side-hero-right-jump224x24side view hero, facing right, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero().png
side-hero-right-jump324x24side view hero, facing right, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero().png
side-hero-right-jump424x24side view hero, facing right, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero().png
side-hero-right-hurt124x24side view hero, facing right, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero().png
side-hero-right-hurt224x24side view hero, facing right, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero().png
side-hero-right-hurt324x24side view hero, facing right, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero().png
side-hero-right-hurt424x24side view hero, facing right, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero().png
side-hero-right-happy124x24side view hero, facing right, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero().png
side-hero-right-happy224x24side view hero, facing right, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero().png
side-hero-right-happy324x24side view hero, facing right, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero().png
side-hero-right-happy424x24side view hero, facing right, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero().png
side-hero-right-idle24x24side view hero, facing right, standing (same as idle1). Usually drawn with g.hero().png
side-hero-right-jump24x24side view hero, facing right, jumping (same as jump1). Usually drawn with g.hero().png
side-hero-right-happy24x24side view hero, facing right, cheering (same as happy1). Usually drawn with g.hero().png
side-hero-right-hurt24x24side view hero, facing right, hurt (same as hurt1). Usually drawn with g.hero().png
side-tile16x16side view tile. Plain floor tile with a border. Ground.png
heart16x16Heart shape. Life, health pickup, HP display.png
coin16x16Round coin with an inner ring and a vertical mark. Money, score pickup.png
gem16x16Faceted diamond. Valuable pickup, goal item.png
key16x16Small key pointing right. Opens locks and doors in game logic.png
lock16x16Padlock. Locked state, barrier that needs a key.png
sword16x16Diagonal sword. Weapon pickup, attack icon.png
shield16x16Shield with a crest. Defense pickup, guard icon.png
bow16x16Bow with a string, facing right. Ranged weapon pickup.png
arrow16x16Arrow pointing right. Projectile, direction hint.png
bomb16x16Round bomb with a lit fuse. Explosive, hazard, falling object.png
potion16x16Flask with liquid. Healing or power-up pickup.png
book16x16Closed book. Knowledge, hint, spell item.png
scroll16x16Rolled paper scroll. Message, quest, map note.png
map16x16Folded map. Exploration item.png
compass16x16Round compass with a needle. Navigation item.png
clock16x16Round clock with hands. Time limit, time bonus.png
boot16x16Single boot. Speed-up pickup.png
feather16x16Feather quill. Light, jump-up or flight pickup.png
bolt16x16Lightning bolt. Energy, power, electric hazard.png
moon16x16Crescent moon. Night, sky decoration.png
sun16x16Sun with rays. Day, sky decoration.png
cloud16x16Small cloud. Sky decoration, platform look.png
rain16x16Cloud with falling rain. Weather, falling hazard source.png
skull16x16Skull. Danger, defeat, game over.png
flag-small16x16Small flag icon. Checkpoint or marker in UI.png
cross16x16X mark. Wrong, failure, close.png
check16x16Check mark. Correct, done, matched.png
pause16x16Pause icon (two bars). UI.png
play16x16Play icon (triangle). UI, start.png
sound16x16Speaker icon. UI, sound.png
trophy16x16Trophy cup. Win, high score, goal.png
spark16x16Small sparkle. Hit effect, shine, magic.png
block16x16Low solid block, one cell. Maze walls and puzzle boards; does not hide objects behind it.png
side-block16x16side view block. Low solid block, one cell. Maze walls and puzzle boards; does not hide objects behind it.png
crate16x16Wooden crate. Pushable box for puzzles.png
side-crate16x16side view crate. Wooden crate. Pushable box for puzzles.png
chest16x16Closed treasure chest. Reward container.png
side-chest16x16side view chest. Closed treasure chest. Reward container.png
chest-open16x16Open treasure chest. Opened state of chest.png
side-chest-open16x16side view chest-open. Open treasure chest. Opened state of chest.png
barrel16x16Wooden barrel. Obstacle, breakable object.png
side-barrel16x16side view barrel. Wooden barrel. Obstacle, breakable object.png
door16x16Open doorway. Exit, passage.png
side-door16x16side view door. Open doorway. Exit, passage.png
door-closed16x16Closed door. Blocked passage until opened.png
side-door-closed16x16side view door-closed. Closed door. Blocked passage until opened.png
switch16x16Lever switch, off. Toggle mechanism.png
side-switch16x16side view switch. Lever switch, off. Toggle mechanism.png
switch-on16x16Lever switch, on. Toggled state of switch.png
side-switch-on16x16side view switch-on. Lever switch, on. Toggled state of switch.png
plate16x16Pressure plate, raised. Floor trigger.png
side-plate16x16side view plate. Pressure plate, raised. Floor trigger.png
plate-on16x16Pressure plate, pressed. Triggered state of plate.png
side-plate-on16x16side view plate-on. Pressure plate, pressed. Triggered state of plate.png
ladder16x16Ladder. Climbing, vertical passage.png
side-ladder16x16side view ladder. Ladder. Climbing, vertical passage.png
spikes16x16Floor spikes. Hazard that hurts on touch.png
side-spikes16x16side view spikes. Floor spikes. Hazard that hurts on touch.png
water16x16Water tile with waves. Impassable ground or hazard.png
side-water16x16side view water. Water tile with waves. Impassable ground or hazard.png
lava16x16Lava tile with bubbles. Deadly ground hazard.png
side-lava16x16side view lava. Lava tile with bubbles. Deadly ground hazard.png
grass16x16Grass tile. Ground decoration.png
side-grass16x16side view grass. Grass tile. Ground decoration.png
sand16x16Sand tile with dots. Ground decoration.png
side-sand16x16side view sand. Sand tile with dots. Ground decoration.png
ice16x16Ice tile with shine. Slippery ground in game logic.png
side-ice16x16side view ice. Ice tile with shine. Slippery ground in game logic.png
bridge16x16Wooden bridge planks. Walkway over water or gaps.png
side-bridge16x16side view bridge. Wooden bridge planks. Walkway over water or gaps.png
fence16x16Wooden fence. Boundary, obstacle.png
side-fence16x16side view fence. Wooden fence. Boundary, obstacle.png
sign16x16Signpost. Hint or message location.png
side-sign16x16side view sign. Signpost. Hint or message location.png
torch16x16Wall torch with flame. Light, decoration.png
side-torch16x16side view torch. Wall torch with flame. Light, decoration.png
mushroom16x16Mushroom with a spotted cap. Decoration, pickup.png
side-mushroom16x16side view mushroom. Mushroom with a spotted cap. Decoration, pickup.png
cactus16x16Cactus. Desert decoration, hazard.png
side-cactus16x16side view cactus. Cactus. Desert decoration, hazard.png
rock16x16Rock. Obstacle.png
side-rock16x16side view rock. Rock. Obstacle.png
mountain16x16Mountain peak. Background decoration.png
side-mountain16x16side view mountain. Mountain peak. Background decoration.png
house16x16Small house with a roof. Town, goal building.png
side-house16x16side view house. Small house with a roof. Town, goal building.png
well16x16Stone well. Town decoration.png
side-well16x16side view well. Stone well. Town decoration.png
bench16x16Bench. Furniture.png
side-bench16x16side view bench. Bench. Furniture.png
table16x16Table. Furniture.png
side-table16x16side view table. Table. Furniture.png
chair16x16Chair. Furniture.png
side-chair16x16side view chair. Chair. Furniture.png
bed16x16Bed. Furniture, rest point.png
side-bed16x16side view bed. Bed. Furniture, rest point.png
plant16x16Potted plant. Indoor decoration.png
side-plant16x16side view plant. Potted plant. Indoor decoration.png
bush16x16Round bush. Obstacle, decoration.png
side-bush16x16side view bush. Round bush. Obstacle, decoration.png
stairs16x16Stairs going up. Level change, exit.png
side-stairs16x16side view stairs. Stairs going up. Level change, exit.png
portal16x16Swirling portal. Warp, level exit.png
side-portal16x16side view portal. Swirling portal. Warp, level exit.png
cat16x24Cat with pointed ears and a tail. Friendly or enemy creature.png
cat-move16x24Second animation frame of cat. Alternate with cat.png
cat-idle116x24cat rest. idle frame 1 of 4. Use GameLib.animate('cat', 'idle', world.time).png
cat-idle216x24cat breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('cat', 'idle', world.time).png
cat-idle316x24cat rest. idle frame 3 of 4. Use GameLib.animate('cat', 'idle', world.time).png
cat-idle416x24cat breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('cat', 'idle', world.time).png
cat-move116x24cat moving, frame 1. move frame 1 of 4. Use GameLib.animate('cat', 'move', world.time).png
cat-move216x24cat moving, frame 2. move frame 2 of 4. Use GameLib.animate('cat', 'move', world.time).png
cat-move316x24cat moving, frame 3. move frame 3 of 4. Use GameLib.animate('cat', 'move', world.time).png
cat-move416x24cat moving, frame 4. move frame 4 of 4. Use GameLib.animate('cat', 'move', world.time).png
cat-attack116x24cat crouching to wind up. attack frame 1 of 4. Use GameLib.animate('cat', 'attack', world.time).png
cat-attack216x24cat pulling back. attack frame 2 of 4. Use GameLib.animate('cat', 'attack', world.time).png
cat-attack316x24cat lunging forward. attack frame 3 of 4. Use GameLib.animate('cat', 'attack', world.time).png
cat-attack416x24cat recovering. attack frame 4 of 4. Use GameLib.animate('cat', 'attack', world.time).png
cat-hurt116x24cat hit. hurt frame 1 of 4. Use GameLib.animate('cat', 'hurt', world.time).png
cat-hurt216x24cat knocked back. hurt frame 2 of 4. Use GameLib.animate('cat', 'hurt', world.time).png
cat-hurt316x24cat flashing. hurt frame 3 of 4. Use GameLib.animate('cat', 'hurt', world.time).png
cat-hurt416x24cat recovered. hurt frame 4 of 4. Use GameLib.animate('cat', 'hurt', world.time).png
cat-hurt16x24Same as cat-hurt1.png
bat16x24Bat with spread wings. Flying enemy; -move flaps the wings down and bobs.png
bat-move16x24Second animation frame of bat. Alternate with bat.png
bat-idle116x24bat rest. idle frame 1 of 4. Use GameLib.animate('bat', 'idle', world.time).png
bat-idle216x24bat breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('bat', 'idle', world.time).png
bat-idle316x24bat rest. idle frame 3 of 4. Use GameLib.animate('bat', 'idle', world.time).png
bat-idle416x24bat breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('bat', 'idle', world.time).png
bat-move116x24bat moving, frame 1. move frame 1 of 4. Use GameLib.animate('bat', 'move', world.time).png
bat-move216x24bat moving, frame 2. move frame 2 of 4. Use GameLib.animate('bat', 'move', world.time).png
bat-move316x24bat moving, frame 3. move frame 3 of 4. Use GameLib.animate('bat', 'move', world.time).png
bat-move416x24bat moving, frame 4. move frame 4 of 4. Use GameLib.animate('bat', 'move', world.time).png
bat-attack116x24bat crouching to wind up. attack frame 1 of 4. Use GameLib.animate('bat', 'attack', world.time).png
bat-attack216x24bat pulling back. attack frame 2 of 4. Use GameLib.animate('bat', 'attack', world.time).png
bat-attack316x24bat lunging forward. attack frame 3 of 4. Use GameLib.animate('bat', 'attack', world.time).png
bat-attack416x24bat recovering. attack frame 4 of 4. Use GameLib.animate('bat', 'attack', world.time).png
bat-hurt116x24bat hit. hurt frame 1 of 4. Use GameLib.animate('bat', 'hurt', world.time).png
bat-hurt216x24bat knocked back. hurt frame 2 of 4. Use GameLib.animate('bat', 'hurt', world.time).png
bat-hurt316x24bat flashing. hurt frame 3 of 4. Use GameLib.animate('bat', 'hurt', world.time).png
bat-hurt416x24bat recovered. hurt frame 4 of 4. Use GameLib.animate('bat', 'hurt', world.time).png
bat-hurt16x24Same as bat-hurt1.png
ghost16x24Ghost with a wavy hem. Floating enemy; -move bobs up.png
ghost-move16x24Second animation frame of ghost. Alternate with ghost.png
ghost-idle116x24ghost rest. idle frame 1 of 4. Use GameLib.animate('ghost', 'idle', world.time).png
ghost-idle216x24ghost breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('ghost', 'idle', world.time).png
ghost-idle316x24ghost rest. idle frame 3 of 4. Use GameLib.animate('ghost', 'idle', world.time).png
ghost-idle416x24ghost breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('ghost', 'idle', world.time).png
ghost-move116x24ghost moving, frame 1. move frame 1 of 4. Use GameLib.animate('ghost', 'move', world.time).png
ghost-move216x24ghost moving, frame 2. move frame 2 of 4. Use GameLib.animate('ghost', 'move', world.time).png
ghost-move316x24ghost moving, frame 3. move frame 3 of 4. Use GameLib.animate('ghost', 'move', world.time).png
ghost-move416x24ghost moving, frame 4. move frame 4 of 4. Use GameLib.animate('ghost', 'move', world.time).png
ghost-attack116x24ghost crouching to wind up. attack frame 1 of 4. Use GameLib.animate('ghost', 'attack', world.time).png
ghost-attack216x24ghost pulling back. attack frame 2 of 4. Use GameLib.animate('ghost', 'attack', world.time).png
ghost-attack316x24ghost lunging forward. attack frame 3 of 4. Use GameLib.animate('ghost', 'attack', world.time).png
ghost-attack416x24ghost recovering. attack frame 4 of 4. Use GameLib.animate('ghost', 'attack', world.time).png
ghost-hurt116x24ghost hit. hurt frame 1 of 4. Use GameLib.animate('ghost', 'hurt', world.time).png
ghost-hurt216x24ghost knocked back. hurt frame 2 of 4. Use GameLib.animate('ghost', 'hurt', world.time).png
ghost-hurt316x24ghost flashing. hurt frame 3 of 4. Use GameLib.animate('ghost', 'hurt', world.time).png
ghost-hurt416x24ghost recovered. hurt frame 4 of 4. Use GameLib.animate('ghost', 'hurt', world.time).png
ghost-hurt16x24Same as ghost-hurt1.png
bug16x24Beetle with legs. Crawling enemy.png
bug-move16x24Second animation frame of bug. Alternate with bug.png
bug-idle116x24bug rest. idle frame 1 of 4. Use GameLib.animate('bug', 'idle', world.time).png
bug-idle216x24bug breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('bug', 'idle', world.time).png
bug-idle316x24bug rest. idle frame 3 of 4. Use GameLib.animate('bug', 'idle', world.time).png
bug-idle416x24bug breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('bug', 'idle', world.time).png
bug-move116x24bug moving, frame 1. move frame 1 of 4. Use GameLib.animate('bug', 'move', world.time).png
bug-move216x24bug moving, frame 2. move frame 2 of 4. Use GameLib.animate('bug', 'move', world.time).png
bug-move316x24bug moving, frame 3. move frame 3 of 4. Use GameLib.animate('bug', 'move', world.time).png
bug-move416x24bug moving, frame 4. move frame 4 of 4. Use GameLib.animate('bug', 'move', world.time).png
bug-attack116x24bug crouching to wind up. attack frame 1 of 4. Use GameLib.animate('bug', 'attack', world.time).png
bug-attack216x24bug pulling back. attack frame 2 of 4. Use GameLib.animate('bug', 'attack', world.time).png
bug-attack316x24bug lunging forward. attack frame 3 of 4. Use GameLib.animate('bug', 'attack', world.time).png
bug-attack416x24bug recovering. attack frame 4 of 4. Use GameLib.animate('bug', 'attack', world.time).png
bug-hurt116x24bug hit. hurt frame 1 of 4. Use GameLib.animate('bug', 'hurt', world.time).png
bug-hurt216x24bug knocked back. hurt frame 2 of 4. Use GameLib.animate('bug', 'hurt', world.time).png
bug-hurt316x24bug flashing. hurt frame 3 of 4. Use GameLib.animate('bug', 'hurt', world.time).png
bug-hurt416x24bug recovered. hurt frame 4 of 4. Use GameLib.animate('bug', 'hurt', world.time).png
bug-hurt16x24Same as bug-hurt1.png
fish16x24Fish facing right, tail on the left. Water creature.png
fish-move16x24Second animation frame of fish. Alternate with fish.png
fish-idle116x24fish rest. idle frame 1 of 4. Use GameLib.animate('fish', 'idle', world.time).png
fish-idle216x24fish breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('fish', 'idle', world.time).png
fish-idle316x24fish rest. idle frame 3 of 4. Use GameLib.animate('fish', 'idle', world.time).png
fish-idle416x24fish breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('fish', 'idle', world.time).png
fish-move116x24fish moving, frame 1. move frame 1 of 4. Use GameLib.animate('fish', 'move', world.time).png
fish-move216x24fish moving, frame 2. move frame 2 of 4. Use GameLib.animate('fish', 'move', world.time).png
fish-move316x24fish moving, frame 3. move frame 3 of 4. Use GameLib.animate('fish', 'move', world.time).png
fish-move416x24fish moving, frame 4. move frame 4 of 4. Use GameLib.animate('fish', 'move', world.time).png
fish-attack116x24fish crouching to wind up. attack frame 1 of 4. Use GameLib.animate('fish', 'attack', world.time).png
fish-attack216x24fish pulling back. attack frame 2 of 4. Use GameLib.animate('fish', 'attack', world.time).png
fish-attack316x24fish lunging forward. attack frame 3 of 4. Use GameLib.animate('fish', 'attack', world.time).png
fish-attack416x24fish recovering. attack frame 4 of 4. Use GameLib.animate('fish', 'attack', world.time).png
fish-hurt116x24fish hit. hurt frame 1 of 4. Use GameLib.animate('fish', 'hurt', world.time).png
fish-hurt216x24fish knocked back. hurt frame 2 of 4. Use GameLib.animate('fish', 'hurt', world.time).png
fish-hurt316x24fish flashing. hurt frame 3 of 4. Use GameLib.animate('fish', 'hurt', world.time).png
fish-hurt416x24fish recovered. hurt frame 4 of 4. Use GameLib.animate('fish', 'hurt', world.time).png
fish-hurt16x24Same as fish-hurt1.png
bird16x24Small bird facing right. Flying creature.png
bird-move16x24Second animation frame of bird. Alternate with bird.png
bird-idle116x24bird rest. idle frame 1 of 4. Use GameLib.animate('bird', 'idle', world.time).png
bird-idle216x24bird breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('bird', 'idle', world.time).png
bird-idle316x24bird rest. idle frame 3 of 4. Use GameLib.animate('bird', 'idle', world.time).png
bird-idle416x24bird breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('bird', 'idle', world.time).png
bird-move116x24bird moving, frame 1. move frame 1 of 4. Use GameLib.animate('bird', 'move', world.time).png
bird-move216x24bird moving, frame 2. move frame 2 of 4. Use GameLib.animate('bird', 'move', world.time).png
bird-move316x24bird moving, frame 3. move frame 3 of 4. Use GameLib.animate('bird', 'move', world.time).png
bird-move416x24bird moving, frame 4. move frame 4 of 4. Use GameLib.animate('bird', 'move', world.time).png
bird-attack116x24bird crouching to wind up. attack frame 1 of 4. Use GameLib.animate('bird', 'attack', world.time).png
bird-attack216x24bird pulling back. attack frame 2 of 4. Use GameLib.animate('bird', 'attack', world.time).png
bird-attack316x24bird lunging forward. attack frame 3 of 4. Use GameLib.animate('bird', 'attack', world.time).png
bird-attack416x24bird recovering. attack frame 4 of 4. Use GameLib.animate('bird', 'attack', world.time).png
bird-hurt116x24bird hit. hurt frame 1 of 4. Use GameLib.animate('bird', 'hurt', world.time).png
bird-hurt216x24bird knocked back. hurt frame 2 of 4. Use GameLib.animate('bird', 'hurt', world.time).png
bird-hurt316x24bird flashing. hurt frame 3 of 4. Use GameLib.animate('bird', 'hurt', world.time).png
bird-hurt416x24bird recovered. hurt frame 4 of 4. Use GameLib.animate('bird', 'hurt', world.time).png
bird-hurt16x24Same as bird-hurt1.png
snail16x24Snail with a spiral shell, facing right. Slow enemy.png
snail-move16x24Second animation frame of snail. Alternate with snail.png
snail-idle116x24snail rest. idle frame 1 of 4. Use GameLib.animate('snail', 'idle', world.time).png
snail-idle216x24snail breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('snail', 'idle', world.time).png
snail-idle316x24snail rest. idle frame 3 of 4. Use GameLib.animate('snail', 'idle', world.time).png
snail-idle416x24snail breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('snail', 'idle', world.time).png
snail-move116x24snail moving, frame 1. move frame 1 of 4. Use GameLib.animate('snail', 'move', world.time).png
snail-move216x24snail moving, frame 2. move frame 2 of 4. Use GameLib.animate('snail', 'move', world.time).png
snail-move316x24snail moving, frame 3. move frame 3 of 4. Use GameLib.animate('snail', 'move', world.time).png
snail-move416x24snail moving, frame 4. move frame 4 of 4. Use GameLib.animate('snail', 'move', world.time).png
snail-attack116x24snail crouching to wind up. attack frame 1 of 4. Use GameLib.animate('snail', 'attack', world.time).png
snail-attack216x24snail pulling back. attack frame 2 of 4. Use GameLib.animate('snail', 'attack', world.time).png
snail-attack316x24snail lunging forward. attack frame 3 of 4. Use GameLib.animate('snail', 'attack', world.time).png
snail-attack416x24snail recovering. attack frame 4 of 4. Use GameLib.animate('snail', 'attack', world.time).png
snail-hurt116x24snail hit. hurt frame 1 of 4. Use GameLib.animate('snail', 'hurt', world.time).png
snail-hurt216x24snail knocked back. hurt frame 2 of 4. Use GameLib.animate('snail', 'hurt', world.time).png
snail-hurt316x24snail flashing. hurt frame 3 of 4. Use GameLib.animate('snail', 'hurt', world.time).png
snail-hurt416x24snail recovered. hurt frame 4 of 4. Use GameLib.animate('snail', 'hurt', world.time).png
snail-hurt16x24Same as snail-hurt1.png
spider16x24Spider with eight legs. Enemy.png
spider-move16x24Second animation frame of spider. Alternate with spider.png
spider-idle116x24spider rest. idle frame 1 of 4. Use GameLib.animate('spider', 'idle', world.time).png
spider-idle216x24spider breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('spider', 'idle', world.time).png
spider-idle316x24spider rest. idle frame 3 of 4. Use GameLib.animate('spider', 'idle', world.time).png
spider-idle416x24spider breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('spider', 'idle', world.time).png
spider-move116x24spider moving, frame 1. move frame 1 of 4. Use GameLib.animate('spider', 'move', world.time).png
spider-move216x24spider moving, frame 2. move frame 2 of 4. Use GameLib.animate('spider', 'move', world.time).png
spider-move316x24spider moving, frame 3. move frame 3 of 4. Use GameLib.animate('spider', 'move', world.time).png
spider-move416x24spider moving, frame 4. move frame 4 of 4. Use GameLib.animate('spider', 'move', world.time).png
spider-attack116x24spider crouching to wind up. attack frame 1 of 4. Use GameLib.animate('spider', 'attack', world.time).png
spider-attack216x24spider pulling back. attack frame 2 of 4. Use GameLib.animate('spider', 'attack', world.time).png
spider-attack316x24spider lunging forward. attack frame 3 of 4. Use GameLib.animate('spider', 'attack', world.time).png
spider-attack416x24spider recovering. attack frame 4 of 4. Use GameLib.animate('spider', 'attack', world.time).png
spider-hurt116x24spider hit. hurt frame 1 of 4. Use GameLib.animate('spider', 'hurt', world.time).png
spider-hurt216x24spider knocked back. hurt frame 2 of 4. Use GameLib.animate('spider', 'hurt', world.time).png
spider-hurt316x24spider flashing. hurt frame 3 of 4. Use GameLib.animate('spider', 'hurt', world.time).png
spider-hurt416x24spider recovered. hurt frame 4 of 4. Use GameLib.animate('spider', 'hurt', world.time).png
spider-hurt16x24Same as spider-hurt1.png
frog16x24Frog with big eyes. Jumping creature.png
frog-move16x24Second animation frame of frog. Alternate with frog.png
frog-idle116x24frog rest. idle frame 1 of 4. Use GameLib.animate('frog', 'idle', world.time).png
frog-idle216x24frog breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('frog', 'idle', world.time).png
frog-idle316x24frog rest. idle frame 3 of 4. Use GameLib.animate('frog', 'idle', world.time).png
frog-idle416x24frog breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('frog', 'idle', world.time).png
frog-move116x24frog moving, frame 1. move frame 1 of 4. Use GameLib.animate('frog', 'move', world.time).png
frog-move216x24frog moving, frame 2. move frame 2 of 4. Use GameLib.animate('frog', 'move', world.time).png
frog-move316x24frog moving, frame 3. move frame 3 of 4. Use GameLib.animate('frog', 'move', world.time).png
frog-move416x24frog moving, frame 4. move frame 4 of 4. Use GameLib.animate('frog', 'move', world.time).png
frog-attack116x24frog crouching to wind up. attack frame 1 of 4. Use GameLib.animate('frog', 'attack', world.time).png
frog-attack216x24frog pulling back. attack frame 2 of 4. Use GameLib.animate('frog', 'attack', world.time).png
frog-attack316x24frog lunging forward. attack frame 3 of 4. Use GameLib.animate('frog', 'attack', world.time).png
frog-attack416x24frog recovering. attack frame 4 of 4. Use GameLib.animate('frog', 'attack', world.time).png
frog-hurt116x24frog hit. hurt frame 1 of 4. Use GameLib.animate('frog', 'hurt', world.time).png
frog-hurt216x24frog knocked back. hurt frame 2 of 4. Use GameLib.animate('frog', 'hurt', world.time).png
frog-hurt316x24frog flashing. hurt frame 3 of 4. Use GameLib.animate('frog', 'hurt', world.time).png
frog-hurt416x24frog recovered. hurt frame 4 of 4. Use GameLib.animate('frog', 'hurt', world.time).png
frog-hurt16x24Same as frog-hurt1.png
rabbit16x24Rabbit with long ears. Fast or friendly creature.png
rabbit-move16x24Second animation frame of rabbit. Alternate with rabbit.png
rabbit-idle116x24rabbit rest. idle frame 1 of 4. Use GameLib.animate('rabbit', 'idle', world.time).png
rabbit-idle216x24rabbit breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('rabbit', 'idle', world.time).png
rabbit-idle316x24rabbit rest. idle frame 3 of 4. Use GameLib.animate('rabbit', 'idle', world.time).png
rabbit-idle416x24rabbit breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('rabbit', 'idle', world.time).png
rabbit-move116x24rabbit moving, frame 1. move frame 1 of 4. Use GameLib.animate('rabbit', 'move', world.time).png
rabbit-move216x24rabbit moving, frame 2. move frame 2 of 4. Use GameLib.animate('rabbit', 'move', world.time).png
rabbit-move316x24rabbit moving, frame 3. move frame 3 of 4. Use GameLib.animate('rabbit', 'move', world.time).png
rabbit-move416x24rabbit moving, frame 4. move frame 4 of 4. Use GameLib.animate('rabbit', 'move', world.time).png
rabbit-attack116x24rabbit crouching to wind up. attack frame 1 of 4. Use GameLib.animate('rabbit', 'attack', world.time).png
rabbit-attack216x24rabbit pulling back. attack frame 2 of 4. Use GameLib.animate('rabbit', 'attack', world.time).png
rabbit-attack316x24rabbit lunging forward. attack frame 3 of 4. Use GameLib.animate('rabbit', 'attack', world.time).png
rabbit-attack416x24rabbit recovering. attack frame 4 of 4. Use GameLib.animate('rabbit', 'attack', world.time).png
rabbit-hurt116x24rabbit hit. hurt frame 1 of 4. Use GameLib.animate('rabbit', 'hurt', world.time).png
rabbit-hurt216x24rabbit knocked back. hurt frame 2 of 4. Use GameLib.animate('rabbit', 'hurt', world.time).png
rabbit-hurt316x24rabbit flashing. hurt frame 3 of 4. Use GameLib.animate('rabbit', 'hurt', world.time).png
rabbit-hurt416x24rabbit recovered. hurt frame 4 of 4. Use GameLib.animate('rabbit', 'hurt', world.time).png
rabbit-hurt16x24Same as rabbit-hurt1.png
apple16x16Red apple shape with a stem and leaf. Food, health pickup.png
cherry16x16Two cherries on joined stems. Fruit, score pickup.png
carrot16x16Carrot with leaves, pointing down. Food, pickup.png
candy16x16Wrapped candy. Sweet pickup, score.png
ring16x16Ring with a gem on top. Treasure, pickup.png
crown16x16Three-pointed crown. King, win, top score.png
bell16x16Bell with a clapper. Alarm, signal, pickup.png
letter16x16Closed envelope. Message, mail, quest item.png
gift16x16Present box with ribbon and bow. Reward, surprise.png
dice16x16Die showing five. Chance, random, board games.png
note16x16Music note. Sound, rhythm, collectible.png
fire16x16Flame with an inner flame. Fire hazard, torch, heat.png
snowflake16x16Six-branched snowflake. Ice, cold, winter.png
leaf16x16Single leaf with a vein. Nature, falling leaves.png
egg16x16Egg. Food, hatching, collectible.png
bone16x16Bone with round ends. Dog treat, dungeon decoration.png
hammer16x16Hammer. Build, smash, tool pickup.png
pickaxe16x16Pickaxe. Mining, digging tool.png
wand16x16Magic wand with a star tip. Magic, spell pickup.png
hourglass16x16Hourglass with falling sand. Time limit, slow time.png
big-tree32x48Large tree, 32x48: trunk and three rounded leaf layers. Landmark, background.png
cottage32x32House, 32x32: triangle roof, chimney, door and two windows. Town, goal.png
castle48x48Castle, 48x48: two towers, wall and a gate. Goal, boss stage.png
tower16x48Tall stone tower, 16x48, pointed roof. Landmark, lookout.png
boulder32x24Large rock, 32x24. Big obstacle.png
tent32x24Tent, 32x24, open flap. Camp, rest point.png
cart32x24Wooden cart with two wheels, 32x24. Vehicle, obstacle.png
car32x16Car seen from the side, 32x16, facing right. Traffic; flip: true to face left.png
truck48x16Truck seen from the side, 48x16, facing right. Long traffic; flip: true to face left.png
boat32x32Small sailboat, 32x32. Water travel, harbor scene.png
big-slime-idle132x24big-slime rest. idle frame 1 of 4. Use GameLib.animate('big-slime', 'idle', world.time).png
big-slime-idle232x24big-slime breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('big-slime', 'idle', world.time).png
big-slime-idle332x24big-slime rest. idle frame 3 of 4. Use GameLib.animate('big-slime', 'idle', world.time).png
big-slime-idle432x24big-slime breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('big-slime', 'idle', world.time).png
big-slime-move132x24big-slime moving, frame 1. move frame 1 of 4. Use GameLib.animate('big-slime', 'move', world.time).png
big-slime-move232x24big-slime moving, frame 2. move frame 2 of 4. Use GameLib.animate('big-slime', 'move', world.time).png
big-slime-move332x24big-slime moving, frame 3. move frame 3 of 4. Use GameLib.animate('big-slime', 'move', world.time).png
big-slime-move432x24big-slime moving, frame 4. move frame 4 of 4. Use GameLib.animate('big-slime', 'move', world.time).png
big-slime-attack132x24big-slime crouching to wind up. attack frame 1 of 4. Use GameLib.animate('big-slime', 'attack', world.time).png
big-slime-attack232x24big-slime pulling back. attack frame 2 of 4. Use GameLib.animate('big-slime', 'attack', world.time).png
big-slime-attack332x24big-slime lunging forward. attack frame 3 of 4. Use GameLib.animate('big-slime', 'attack', world.time).png
big-slime-attack432x24big-slime recovering. attack frame 4 of 4. Use GameLib.animate('big-slime', 'attack', world.time).png
big-slime-hurt132x24big-slime hit. hurt frame 1 of 4. Use GameLib.animate('big-slime', 'hurt', world.time).png
big-slime-hurt232x24big-slime knocked back. hurt frame 2 of 4. Use GameLib.animate('big-slime', 'hurt', world.time).png
big-slime-hurt332x24big-slime flashing. hurt frame 3 of 4. Use GameLib.animate('big-slime', 'hurt', world.time).png
big-slime-hurt432x24big-slime recovered. hurt frame 4 of 4. Use GameLib.animate('big-slime', 'hurt', world.time).png
big-slime32x24Big slime, 32x24. Boss enemy. Frames: big-slime-<idlemove
big-slime-hurt32x24Same as big-slime-hurt1.png
fx-hit-116x16Impact flash: small star, wide rays, fading rays, specks. Draw where an attack lands. Frame 1. Use GameLib.effect('hit', since, world.time).png
fx-hit-216x16Impact flash: small star, wide rays, fading rays, specks. Draw where an attack lands. Frame 2. Use GameLib.effect('hit', since, world.time).png
fx-hit-316x16Impact flash: small star, wide rays, fading rays, specks. Draw where an attack lands. Frame 3. Use GameLib.effect('hit', since, world.time).png
fx-hit-416x16Impact flash: small star, wide rays, fading rays, specks. Draw where an attack lands. Frame 4. Use GameLib.effect('hit', since, world.time).png
fx-slash-116x16Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 1. Use GameLib.effect('slash', since, world.time).png
fx-slash-216x16Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 2. Use GameLib.effect('slash', since, world.time).png
fx-slash-316x16Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 3. Use GameLib.effect('slash', since, world.time).png
fx-slash-416x16Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 4. Use GameLib.effect('slash', since, world.time).png
fx-poof-116x16Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 1. Use GameLib.effect('poof', since, world.time).png
fx-poof-216x16Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 2. Use GameLib.effect('poof', since, world.time).png
fx-poof-316x16Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 3. Use GameLib.effect('poof', since, world.time).png
fx-poof-416x16Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 4. Use GameLib.effect('poof', since, world.time).png
fx-dust-116x16Dust kicked up at the feet: two puffs spreading left and right, rising and fading. Landing or starting to run. Frame 1. Use GameLib.effect('dust', since, world.time).png
fx-dust-216x16Dust kicked up at the feet: two puffs spreading left and right, rising and fading. Landing or starting to run. Frame 2. Use GameLib.effect('dust', since, world.time).png
fx-dust-316x16Dust kicked up at the feet: two puffs spreading left and right, rising and fading. Landing or starting to run. Frame 3. Use GameLib.effect('dust', since, world.time).png
fx-dust-416x16Dust kicked up at the feet: two puffs spreading left and right, rising and fading. Landing or starting to run. Frame 4. Use GameLib.effect('dust', since, world.time).png
fx-explode-116x16Explosion: white ball, spiky burst, ring of smoke, specks. Frame 1. Use GameLib.effect('explode', since, world.time).png
fx-explode-216x16Explosion: white ball, spiky burst, ring of smoke, specks. Frame 2. Use GameLib.effect('explode', since, world.time).png
fx-explode-316x16Explosion: white ball, spiky burst, ring of smoke, specks. Frame 3. Use GameLib.effect('explode', since, world.time).png
fx-explode-416x16Explosion: white ball, spiky burst, ring of smoke, specks. Frame 4. Use GameLib.effect('explode', since, world.time).png
hero-idle124x24hero, facing front, standing. idle frame 1 of 4. Usually drawn with g.hero().png
hero-idle224x24hero, facing front, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero().png
hero-idle324x24hero, facing front, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero().png
hero-idle424x24hero, facing front, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero().png
hero-walk124x24hero, facing front, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero().png
hero-walk224x24hero, facing front, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero().png
hero-walk324x24hero, facing front, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero().png
hero-walk424x24hero, facing front, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero().png
hero-jump124x24hero, facing front, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero().png
hero-jump224x24hero, facing front, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero().png
hero-jump324x24hero, facing front, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero().png
hero-jump424x24hero, facing front, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero().png
hero-hurt124x24hero, facing front, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero().png
hero-hurt224x24hero, facing front, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero().png
hero-hurt324x24hero, facing front, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero().png
hero-hurt424x24hero, facing front, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero().png
hero-happy124x24hero, facing front, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero().png
hero-happy224x24hero, facing front, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero().png
hero-happy324x24hero, facing front, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero().png
hero-happy424x24hero, facing front, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero().png
hero-idle24x24hero, facing front, standing (same as idle1). Usually drawn with g.hero().png
hero-jump24x24hero, facing front, jumping (same as jump1). Usually drawn with g.hero().png
hero-happy24x24hero, facing front, cheering (same as happy1). Usually drawn with g.hero().png
hero-hurt24x24hero, facing front, hurt (same as hurt1). Usually drawn with g.hero().png
slime16x24Round slime blob with eyes, idle frame 1. Classic enemy.png
star16x16Five-pointed star outline. Collectible, score, goal.png
tree16x16Round tree. Obstacle, decoration.png
flower16x16Single flower. Decoration, small pickup.png
stone16x16Flat stone. Obstacle, decoration.png
flag16x16Tall flag on a pole. Goal, finish line.png
tile16x16Plain floor tile with a border. Ground.png
slime-move16x24Same as slime-jump. Kept for older games.png
slime-squash16x24Slime squashed flat before jumping. Jump frame 1 of 6.png
slime-jump16x24Slime stretched tall, leaving the ground. Jump frame 2 of 6.png
slime-apex16x24Slime round at the top of the jump. Jump frame 3 of 6.png
slime-fall16x24Slime stretched, falling. Jump frame 4 of 6.png
slime-land16x24Slime squashed wide on landing. Jump frame 5 of 6.png
slime-recover16x24Slime springing back after landing. Jump frame 6 of 6.png
slime-hurt16x24Same as slime-hurt1. Slime hit, eyes squeezed shut, leaning back.png
slime-idle116x24slime rest. idle frame 1 of 4. Use GameLib.animate('slime', 'idle', world.time).png
slime-idle216x24slime breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('slime', 'idle', world.time).png
slime-idle316x24slime rest. idle frame 3 of 4. Use GameLib.animate('slime', 'idle', world.time).png
slime-idle416x24slime breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('slime', 'idle', world.time).png
slime-move116x24slime moving, frame 1. move frame 1 of 4. Use GameLib.animate('slime', 'move', world.time).png
slime-move216x24slime moving, frame 2. move frame 2 of 4. Use GameLib.animate('slime', 'move', world.time).png
slime-move316x24slime moving, frame 3. move frame 3 of 4. Use GameLib.animate('slime', 'move', world.time).png
slime-move416x24slime moving, frame 4. move frame 4 of 4. Use GameLib.animate('slime', 'move', world.time).png
slime-attack116x24slime crouching to wind up. attack frame 1 of 4. Use GameLib.animate('slime', 'attack', world.time).png
slime-attack216x24slime pulling back. attack frame 2 of 4. Use GameLib.animate('slime', 'attack', world.time).png
slime-attack316x24slime lunging forward. attack frame 3 of 4. Use GameLib.animate('slime', 'attack', world.time).png
slime-attack416x24slime recovering. attack frame 4 of 4. Use GameLib.animate('slime', 'attack', world.time).png
slime-hurt116x24slime hit. hurt frame 1 of 4. Use GameLib.animate('slime', 'hurt', world.time).png
slime-hurt216x24slime knocked back. hurt frame 2 of 4. Use GameLib.animate('slime', 'hurt', world.time).png
slime-hurt316x24slime flashing. hurt frame 3 of 4. Use GameLib.animate('slime', 'hurt', world.time).png
slime-hurt416x24slime recovered. hurt frame 4 of 4. Use GameLib.animate('slime', 'hurt', world.time).png
side-slime16x24side view slime. Round slime blob with eyes, idle frame 1. Classic enemy. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-squash16x24side view slime-squash. Slime squashed flat before jumping. Jump frame 1 of 6. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-jump16x24side view slime-jump. Slime stretched tall, leaving the ground. Jump frame 2 of 6. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-apex16x24side view slime-apex. Slime round at the top of the jump. Jump frame 3 of 6. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-fall16x24side view slime-fall. Slime stretched, falling. Jump frame 4 of 6. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-land16x24side view slime-land. Slime squashed wide on landing. Jump frame 5 of 6. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-recover16x24side view slime-recover. Slime springing back after landing. Jump frame 6 of 6. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-hurt16x24side view slime-hurt. Same as slime-hurt1. Slime hit, eyes squeezed shut, leaning back. Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-idle116x24side view slime-idle1. slime rest. idle frame 1 of 4. Use GameLib.animate('slime', 'idle', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-idle216x24side view slime-idle2. slime breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('slime', 'idle', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-idle316x24side view slime-idle3. slime rest. idle frame 3 of 4. Use GameLib.animate('slime', 'idle', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-idle416x24side view slime-idle4. slime breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('slime', 'idle', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-move116x24side view slime-move1. slime moving, frame 1. move frame 1 of 4. Use GameLib.animate('slime', 'move', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-move216x24side view slime-move2. slime moving, frame 2. move frame 2 of 4. Use GameLib.animate('slime', 'move', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-move316x24side view slime-move3. slime moving, frame 3. move frame 3 of 4. Use GameLib.animate('slime', 'move', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-move416x24side view slime-move4. slime moving, frame 4. move frame 4 of 4. Use GameLib.animate('slime', 'move', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-attack116x24side view slime-attack1. slime crouching to wind up. attack frame 1 of 4. Use GameLib.animate('slime', 'attack', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-attack216x24side view slime-attack2. slime pulling back. attack frame 2 of 4. Use GameLib.animate('slime', 'attack', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-attack316x24side view slime-attack3. slime lunging forward. attack frame 3 of 4. Use GameLib.animate('slime', 'attack', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-attack416x24side view slime-attack4. slime recovering. attack frame 4 of 4. Use GameLib.animate('slime', 'attack', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-hurt116x24side view slime-hurt1. slime hit. hurt frame 1 of 4. Use GameLib.animate('slime', 'hurt', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-hurt216x24side view slime-hurt2. slime knocked back. hurt frame 2 of 4. Use GameLib.animate('slime', 'hurt', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-hurt316x24side view slime-hurt3. slime flashing. hurt frame 3 of 4. Use GameLib.animate('slime', 'hurt', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png
side-slime-hurt416x24side view slime-hurt4. slime recovered. hurt frame 4 of 4. Use GameLib.animate('slime', 'hurt', world.time). Faces right and leans forward in the air; draw with flip: true to face left.png