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().
| Name | Size | Description | Image |
|---|---|---|---|
hero-down-left-idle1 | 24x24 | hero, facing down-left, standing. idle frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-left-idle2 | 24x24 | hero, facing down-left, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-left-idle3 | 24x24 | hero, facing down-left, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-left-idle4 | 24x24 | hero, facing down-left, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-left-walk1 | 24x24 | hero, facing down-left, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-left-walk2 | 24x24 | hero, facing down-left, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-left-walk3 | 24x24 | hero, facing down-left, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-left-walk4 | 24x24 | hero, facing down-left, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-left-jump1 | 24x24 | hero, facing down-left, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-left-jump2 | 24x24 | hero, facing down-left, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-left-jump3 | 24x24 | hero, facing down-left, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-left-jump4 | 24x24 | hero, facing down-left, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-left-hurt1 | 24x24 | hero, facing down-left, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-left-hurt2 | 24x24 | hero, facing down-left, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-left-hurt3 | 24x24 | hero, facing down-left, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-left-hurt4 | 24x24 | hero, facing down-left, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-left-happy1 | 24x24 | hero, facing down-left, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-left-happy2 | 24x24 | hero, facing down-left, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-left-happy3 | 24x24 | hero, facing down-left, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-left-happy4 | 24x24 | hero, facing down-left, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-left-idle | 24x24 | hero, facing down-left, standing (same as idle1). Usually drawn with g.hero(). | png |
hero-down-left-jump | 24x24 | hero, facing down-left, jumping (same as jump1). Usually drawn with g.hero(). | png |
hero-down-left-happy | 24x24 | hero, facing down-left, cheering (same as happy1). Usually drawn with g.hero(). | png |
hero-down-left-hurt | 24x24 | hero, facing down-left, hurt (same as hurt1). Usually drawn with g.hero(). | png |
hero-down-right-idle1 | 24x24 | hero, facing down-right, standing. idle frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-right-idle2 | 24x24 | hero, facing down-right, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-right-idle3 | 24x24 | hero, facing down-right, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-right-idle4 | 24x24 | hero, facing down-right, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-right-walk1 | 24x24 | hero, facing down-right, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-right-walk2 | 24x24 | hero, facing down-right, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-right-walk3 | 24x24 | hero, facing down-right, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-right-walk4 | 24x24 | hero, facing down-right, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-right-jump1 | 24x24 | hero, facing down-right, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-right-jump2 | 24x24 | hero, facing down-right, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-right-jump3 | 24x24 | hero, facing down-right, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-right-jump4 | 24x24 | hero, facing down-right, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-right-hurt1 | 24x24 | hero, facing down-right, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-right-hurt2 | 24x24 | hero, facing down-right, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-right-hurt3 | 24x24 | hero, facing down-right, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-right-hurt4 | 24x24 | hero, facing down-right, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-right-happy1 | 24x24 | hero, facing down-right, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero(). | png |
hero-down-right-happy2 | 24x24 | hero, facing down-right, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero(). | png |
hero-down-right-happy3 | 24x24 | hero, facing down-right, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero(). | png |
hero-down-right-happy4 | 24x24 | hero, facing down-right, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero(). | png |
hero-down-right-idle | 24x24 | hero, facing down-right, standing (same as idle1). Usually drawn with g.hero(). | png |
hero-down-right-jump | 24x24 | hero, facing down-right, jumping (same as jump1). Usually drawn with g.hero(). | png |
hero-down-right-happy | 24x24 | hero, facing down-right, cheering (same as happy1). Usually drawn with g.hero(). | png |
hero-down-right-hurt | 24x24 | hero, facing down-right, hurt (same as hurt1). Usually drawn with g.hero(). | png |
hero-up-left-idle1 | 24x24 | hero, seen from behind, up-left, standing. idle frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-left-idle2 | 24x24 | hero, seen from behind, up-left, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-left-idle3 | 24x24 | hero, seen from behind, up-left, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-left-idle4 | 24x24 | hero, seen from behind, up-left, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-left-walk1 | 24x24 | hero, seen from behind, up-left, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-left-walk2 | 24x24 | hero, 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-walk3 | 24x24 | hero, seen from behind, up-left, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-left-walk4 | 24x24 | hero, 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-jump1 | 24x24 | hero, seen from behind, up-left, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-left-jump2 | 24x24 | hero, seen from behind, up-left, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-left-jump3 | 24x24 | hero, seen from behind, up-left, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-left-jump4 | 24x24 | hero, seen from behind, up-left, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-left-hurt1 | 24x24 | hero, seen from behind, up-left, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-left-hurt2 | 24x24 | hero, seen from behind, up-left, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-left-hurt3 | 24x24 | hero, seen from behind, up-left, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-left-hurt4 | 24x24 | hero, seen from behind, up-left, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-left-happy1 | 24x24 | hero, seen from behind, up-left, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-left-happy2 | 24x24 | hero, seen from behind, up-left, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-left-happy3 | 24x24 | hero, seen from behind, up-left, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-left-happy4 | 24x24 | hero, seen from behind, up-left, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-left-idle | 24x24 | hero, seen from behind, up-left, standing (same as idle1). Usually drawn with g.hero(). | png |
hero-up-left-jump | 24x24 | hero, seen from behind, up-left, jumping (same as jump1). Usually drawn with g.hero(). | png |
hero-up-left-happy | 24x24 | hero, seen from behind, up-left, cheering (same as happy1). Usually drawn with g.hero(). | png |
hero-up-left-hurt | 24x24 | hero, seen from behind, up-left, hurt (same as hurt1). Usually drawn with g.hero(). | png |
hero-up-right-idle1 | 24x24 | hero, seen from behind, up-right, standing. idle frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-right-idle2 | 24x24 | hero, seen from behind, up-right, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-right-idle3 | 24x24 | hero, seen from behind, up-right, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-right-idle4 | 24x24 | hero, seen from behind, up-right, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-right-walk1 | 24x24 | hero, seen from behind, up-right, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-right-walk2 | 24x24 | hero, 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-walk3 | 24x24 | hero, seen from behind, up-right, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-right-walk4 | 24x24 | hero, 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-jump1 | 24x24 | hero, seen from behind, up-right, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-right-jump2 | 24x24 | hero, seen from behind, up-right, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-right-jump3 | 24x24 | hero, seen from behind, up-right, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-right-jump4 | 24x24 | hero, seen from behind, up-right, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-right-hurt1 | 24x24 | hero, seen from behind, up-right, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-right-hurt2 | 24x24 | hero, seen from behind, up-right, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-right-hurt3 | 24x24 | hero, seen from behind, up-right, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-right-hurt4 | 24x24 | hero, seen from behind, up-right, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-right-happy1 | 24x24 | hero, seen from behind, up-right, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero(). | png |
hero-up-right-happy2 | 24x24 | hero, seen from behind, up-right, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero(). | png |
hero-up-right-happy3 | 24x24 | hero, seen from behind, up-right, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero(). | png |
hero-up-right-happy4 | 24x24 | hero, seen from behind, up-right, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero(). | png |
hero-up-right-idle | 24x24 | hero, seen from behind, up-right, standing (same as idle1). Usually drawn with g.hero(). | png |
hero-up-right-jump | 24x24 | hero, seen from behind, up-right, jumping (same as jump1). Usually drawn with g.hero(). | png |
hero-up-right-happy | 24x24 | hero, seen from behind, up-right, cheering (same as happy1). Usually drawn with g.hero(). | png |
hero-up-right-hurt | 24x24 | hero, seen from behind, up-right, hurt (same as hurt1). Usually drawn with g.hero(). | png |
wall | 16x32 | Tall wall, 16x32. Hides what is behind it; use block for mazes. | png |
side-wall | 16x32 | side view wall. Tall wall, 16x32. Hides what is behind it; use block for mazes. | png |
side-hero-left-idle1 | 24x24 | side view hero, facing left, standing. idle frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-left-idle2 | 24x24 | side view hero, facing left, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-left-idle3 | 24x24 | side view hero, facing left, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-left-idle4 | 24x24 | side view hero, facing left, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-left-walk1 | 24x24 | side view hero, facing left, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-left-walk2 | 24x24 | side view hero, facing left, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-left-walk3 | 24x24 | side view hero, facing left, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-left-walk4 | 24x24 | side view hero, facing left, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-left-jump1 | 24x24 | side view hero, facing left, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-left-jump2 | 24x24 | side view hero, facing left, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-left-jump3 | 24x24 | side view hero, facing left, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-left-jump4 | 24x24 | side view hero, facing left, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-left-hurt1 | 24x24 | side view hero, facing left, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-left-hurt2 | 24x24 | side view hero, facing left, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-left-hurt3 | 24x24 | side view hero, facing left, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-left-hurt4 | 24x24 | side view hero, facing left, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-left-happy1 | 24x24 | side view hero, facing left, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-left-happy2 | 24x24 | side view hero, facing left, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-left-happy3 | 24x24 | side view hero, facing left, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-left-happy4 | 24x24 | side view hero, facing left, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-left-idle | 24x24 | side view hero, facing left, standing (same as idle1). Usually drawn with g.hero(). | png |
side-hero-left-jump | 24x24 | side view hero, facing left, jumping (same as jump1). Usually drawn with g.hero(). | png |
side-hero-left-happy | 24x24 | side view hero, facing left, cheering (same as happy1). Usually drawn with g.hero(). | png |
side-hero-left-hurt | 24x24 | side view hero, facing left, hurt (same as hurt1). Usually drawn with g.hero(). | png |
side-hero-right-idle1 | 24x24 | side view hero, facing right, standing. idle frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-right-idle2 | 24x24 | side view hero, facing right, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-right-idle3 | 24x24 | side view hero, facing right, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-right-idle4 | 24x24 | side view hero, facing right, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-right-walk1 | 24x24 | side view hero, facing right, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-right-walk2 | 24x24 | side view hero, facing right, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-right-walk3 | 24x24 | side view hero, facing right, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-right-walk4 | 24x24 | side view hero, facing right, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-right-jump1 | 24x24 | side view hero, facing right, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-right-jump2 | 24x24 | side view hero, facing right, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-right-jump3 | 24x24 | side view hero, facing right, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-right-jump4 | 24x24 | side view hero, facing right, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-right-hurt1 | 24x24 | side view hero, facing right, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-right-hurt2 | 24x24 | side view hero, facing right, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-right-hurt3 | 24x24 | side view hero, facing right, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-right-hurt4 | 24x24 | side view hero, facing right, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-right-happy1 | 24x24 | side view hero, facing right, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero(). | png |
side-hero-right-happy2 | 24x24 | side view hero, facing right, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero(). | png |
side-hero-right-happy3 | 24x24 | side view hero, facing right, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero(). | png |
side-hero-right-happy4 | 24x24 | side view hero, facing right, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero(). | png |
side-hero-right-idle | 24x24 | side view hero, facing right, standing (same as idle1). Usually drawn with g.hero(). | png |
side-hero-right-jump | 24x24 | side view hero, facing right, jumping (same as jump1). Usually drawn with g.hero(). | png |
side-hero-right-happy | 24x24 | side view hero, facing right, cheering (same as happy1). Usually drawn with g.hero(). | png |
side-hero-right-hurt | 24x24 | side view hero, facing right, hurt (same as hurt1). Usually drawn with g.hero(). | png |
side-tile | 16x16 | side view tile. Plain floor tile with a border. Ground. | png |
heart | 16x16 | Heart shape. Life, health pickup, HP display. | png |
coin | 16x16 | Round coin with an inner ring and a vertical mark. Money, score pickup. | png |
gem | 16x16 | Faceted diamond. Valuable pickup, goal item. | png |
key | 16x16 | Small key pointing right. Opens locks and doors in game logic. | png |
lock | 16x16 | Padlock. Locked state, barrier that needs a key. | png |
sword | 16x16 | Diagonal sword. Weapon pickup, attack icon. | png |
shield | 16x16 | Shield with a crest. Defense pickup, guard icon. | png |
bow | 16x16 | Bow with a string, facing right. Ranged weapon pickup. | png |
arrow | 16x16 | Arrow pointing right. Projectile, direction hint. | png |
bomb | 16x16 | Round bomb with a lit fuse. Explosive, hazard, falling object. | png |
potion | 16x16 | Flask with liquid. Healing or power-up pickup. | png |
book | 16x16 | Closed book. Knowledge, hint, spell item. | png |
scroll | 16x16 | Rolled paper scroll. Message, quest, map note. | png |
map | 16x16 | Folded map. Exploration item. | png |
compass | 16x16 | Round compass with a needle. Navigation item. | png |
clock | 16x16 | Round clock with hands. Time limit, time bonus. | png |
boot | 16x16 | Single boot. Speed-up pickup. | png |
feather | 16x16 | Feather quill. Light, jump-up or flight pickup. | png |
bolt | 16x16 | Lightning bolt. Energy, power, electric hazard. | png |
moon | 16x16 | Crescent moon. Night, sky decoration. | png |
sun | 16x16 | Sun with rays. Day, sky decoration. | png |
cloud | 16x16 | Small cloud. Sky decoration, platform look. | png |
rain | 16x16 | Cloud with falling rain. Weather, falling hazard source. | png |
skull | 16x16 | Skull. Danger, defeat, game over. | png |
flag-small | 16x16 | Small flag icon. Checkpoint or marker in UI. | png |
cross | 16x16 | X mark. Wrong, failure, close. | png |
check | 16x16 | Check mark. Correct, done, matched. | png |
pause | 16x16 | Pause icon (two bars). UI. | png |
play | 16x16 | Play icon (triangle). UI, start. | png |
sound | 16x16 | Speaker icon. UI, sound. | png |
trophy | 16x16 | Trophy cup. Win, high score, goal. | png |
spark | 16x16 | Small sparkle. Hit effect, shine, magic. | png |
block | 16x16 | Low solid block, one cell. Maze walls and puzzle boards; does not hide objects behind it. | png |
side-block | 16x16 | side view block. Low solid block, one cell. Maze walls and puzzle boards; does not hide objects behind it. | png |
crate | 16x16 | Wooden crate. Pushable box for puzzles. | png |
side-crate | 16x16 | side view crate. Wooden crate. Pushable box for puzzles. | png |
chest | 16x16 | Closed treasure chest. Reward container. | png |
side-chest | 16x16 | side view chest. Closed treasure chest. Reward container. | png |
chest-open | 16x16 | Open treasure chest. Opened state of chest. | png |
side-chest-open | 16x16 | side view chest-open. Open treasure chest. Opened state of chest. | png |
barrel | 16x16 | Wooden barrel. Obstacle, breakable object. | png |
side-barrel | 16x16 | side view barrel. Wooden barrel. Obstacle, breakable object. | png |
door | 16x16 | Open doorway. Exit, passage. | png |
side-door | 16x16 | side view door. Open doorway. Exit, passage. | png |
door-closed | 16x16 | Closed door. Blocked passage until opened. | png |
side-door-closed | 16x16 | side view door-closed. Closed door. Blocked passage until opened. | png |
switch | 16x16 | Lever switch, off. Toggle mechanism. | png |
side-switch | 16x16 | side view switch. Lever switch, off. Toggle mechanism. | png |
switch-on | 16x16 | Lever switch, on. Toggled state of switch. | png |
side-switch-on | 16x16 | side view switch-on. Lever switch, on. Toggled state of switch. | png |
plate | 16x16 | Pressure plate, raised. Floor trigger. | png |
side-plate | 16x16 | side view plate. Pressure plate, raised. Floor trigger. | png |
plate-on | 16x16 | Pressure plate, pressed. Triggered state of plate. | png |
side-plate-on | 16x16 | side view plate-on. Pressure plate, pressed. Triggered state of plate. | png |
ladder | 16x16 | Ladder. Climbing, vertical passage. | png |
side-ladder | 16x16 | side view ladder. Ladder. Climbing, vertical passage. | png |
spikes | 16x16 | Floor spikes. Hazard that hurts on touch. | png |
side-spikes | 16x16 | side view spikes. Floor spikes. Hazard that hurts on touch. | png |
water | 16x16 | Water tile with waves. Impassable ground or hazard. | png |
side-water | 16x16 | side view water. Water tile with waves. Impassable ground or hazard. | png |
lava | 16x16 | Lava tile with bubbles. Deadly ground hazard. | png |
side-lava | 16x16 | side view lava. Lava tile with bubbles. Deadly ground hazard. | png |
grass | 16x16 | Grass tile. Ground decoration. | png |
side-grass | 16x16 | side view grass. Grass tile. Ground decoration. | png |
sand | 16x16 | Sand tile with dots. Ground decoration. | png |
side-sand | 16x16 | side view sand. Sand tile with dots. Ground decoration. | png |
ice | 16x16 | Ice tile with shine. Slippery ground in game logic. | png |
side-ice | 16x16 | side view ice. Ice tile with shine. Slippery ground in game logic. | png |
bridge | 16x16 | Wooden bridge planks. Walkway over water or gaps. | png |
side-bridge | 16x16 | side view bridge. Wooden bridge planks. Walkway over water or gaps. | png |
fence | 16x16 | Wooden fence. Boundary, obstacle. | png |
side-fence | 16x16 | side view fence. Wooden fence. Boundary, obstacle. | png |
sign | 16x16 | Signpost. Hint or message location. | png |
side-sign | 16x16 | side view sign. Signpost. Hint or message location. | png |
torch | 16x16 | Wall torch with flame. Light, decoration. | png |
side-torch | 16x16 | side view torch. Wall torch with flame. Light, decoration. | png |
mushroom | 16x16 | Mushroom with a spotted cap. Decoration, pickup. | png |
side-mushroom | 16x16 | side view mushroom. Mushroom with a spotted cap. Decoration, pickup. | png |
cactus | 16x16 | Cactus. Desert decoration, hazard. | png |
side-cactus | 16x16 | side view cactus. Cactus. Desert decoration, hazard. | png |
rock | 16x16 | Rock. Obstacle. | png |
side-rock | 16x16 | side view rock. Rock. Obstacle. | png |
mountain | 16x16 | Mountain peak. Background decoration. | png |
side-mountain | 16x16 | side view mountain. Mountain peak. Background decoration. | png |
house | 16x16 | Small house with a roof. Town, goal building. | png |
side-house | 16x16 | side view house. Small house with a roof. Town, goal building. | png |
well | 16x16 | Stone well. Town decoration. | png |
side-well | 16x16 | side view well. Stone well. Town decoration. | png |
bench | 16x16 | Bench. Furniture. | png |
side-bench | 16x16 | side view bench. Bench. Furniture. | png |
table | 16x16 | Table. Furniture. | png |
side-table | 16x16 | side view table. Table. Furniture. | png |
chair | 16x16 | Chair. Furniture. | png |
side-chair | 16x16 | side view chair. Chair. Furniture. | png |
bed | 16x16 | Bed. Furniture, rest point. | png |
side-bed | 16x16 | side view bed. Bed. Furniture, rest point. | png |
plant | 16x16 | Potted plant. Indoor decoration. | png |
side-plant | 16x16 | side view plant. Potted plant. Indoor decoration. | png |
bush | 16x16 | Round bush. Obstacle, decoration. | png |
side-bush | 16x16 | side view bush. Round bush. Obstacle, decoration. | png |
stairs | 16x16 | Stairs going up. Level change, exit. | png |
side-stairs | 16x16 | side view stairs. Stairs going up. Level change, exit. | png |
portal | 16x16 | Swirling portal. Warp, level exit. | png |
side-portal | 16x16 | side view portal. Swirling portal. Warp, level exit. | png |
cat | 16x24 | Cat with pointed ears and a tail. Friendly or enemy creature. | png |
cat-move | 16x24 | Second animation frame of cat. Alternate with cat. | png |
cat-idle1 | 16x24 | cat rest. idle frame 1 of 4. Use GameLib.animate('cat', 'idle', world.time). | png |
cat-idle2 | 16x24 | cat breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('cat', 'idle', world.time). | png |
cat-idle3 | 16x24 | cat rest. idle frame 3 of 4. Use GameLib.animate('cat', 'idle', world.time). | png |
cat-idle4 | 16x24 | cat breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('cat', 'idle', world.time). | png |
cat-move1 | 16x24 | cat moving, frame 1. move frame 1 of 4. Use GameLib.animate('cat', 'move', world.time). | png |
cat-move2 | 16x24 | cat moving, frame 2. move frame 2 of 4. Use GameLib.animate('cat', 'move', world.time). | png |
cat-move3 | 16x24 | cat moving, frame 3. move frame 3 of 4. Use GameLib.animate('cat', 'move', world.time). | png |
cat-move4 | 16x24 | cat moving, frame 4. move frame 4 of 4. Use GameLib.animate('cat', 'move', world.time). | png |
cat-attack1 | 16x24 | cat crouching to wind up. attack frame 1 of 4. Use GameLib.animate('cat', 'attack', world.time). | png |
cat-attack2 | 16x24 | cat pulling back. attack frame 2 of 4. Use GameLib.animate('cat', 'attack', world.time). | png |
cat-attack3 | 16x24 | cat lunging forward. attack frame 3 of 4. Use GameLib.animate('cat', 'attack', world.time). | png |
cat-attack4 | 16x24 | cat recovering. attack frame 4 of 4. Use GameLib.animate('cat', 'attack', world.time). | png |
cat-hurt1 | 16x24 | cat hit. hurt frame 1 of 4. Use GameLib.animate('cat', 'hurt', world.time). | png |
cat-hurt2 | 16x24 | cat knocked back. hurt frame 2 of 4. Use GameLib.animate('cat', 'hurt', world.time). | png |
cat-hurt3 | 16x24 | cat flashing. hurt frame 3 of 4. Use GameLib.animate('cat', 'hurt', world.time). | png |
cat-hurt4 | 16x24 | cat recovered. hurt frame 4 of 4. Use GameLib.animate('cat', 'hurt', world.time). | png |
cat-hurt | 16x24 | Same as cat-hurt1. | png |
bat | 16x24 | Bat with spread wings. Flying enemy; -move flaps the wings down and bobs. | png |
bat-move | 16x24 | Second animation frame of bat. Alternate with bat. | png |
bat-idle1 | 16x24 | bat rest. idle frame 1 of 4. Use GameLib.animate('bat', 'idle', world.time). | png |
bat-idle2 | 16x24 | bat breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('bat', 'idle', world.time). | png |
bat-idle3 | 16x24 | bat rest. idle frame 3 of 4. Use GameLib.animate('bat', 'idle', world.time). | png |
bat-idle4 | 16x24 | bat breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('bat', 'idle', world.time). | png |
bat-move1 | 16x24 | bat moving, frame 1. move frame 1 of 4. Use GameLib.animate('bat', 'move', world.time). | png |
bat-move2 | 16x24 | bat moving, frame 2. move frame 2 of 4. Use GameLib.animate('bat', 'move', world.time). | png |
bat-move3 | 16x24 | bat moving, frame 3. move frame 3 of 4. Use GameLib.animate('bat', 'move', world.time). | png |
bat-move4 | 16x24 | bat moving, frame 4. move frame 4 of 4. Use GameLib.animate('bat', 'move', world.time). | png |
bat-attack1 | 16x24 | bat crouching to wind up. attack frame 1 of 4. Use GameLib.animate('bat', 'attack', world.time). | png |
bat-attack2 | 16x24 | bat pulling back. attack frame 2 of 4. Use GameLib.animate('bat', 'attack', world.time). | png |
bat-attack3 | 16x24 | bat lunging forward. attack frame 3 of 4. Use GameLib.animate('bat', 'attack', world.time). | png |
bat-attack4 | 16x24 | bat recovering. attack frame 4 of 4. Use GameLib.animate('bat', 'attack', world.time). | png |
bat-hurt1 | 16x24 | bat hit. hurt frame 1 of 4. Use GameLib.animate('bat', 'hurt', world.time). | png |
bat-hurt2 | 16x24 | bat knocked back. hurt frame 2 of 4. Use GameLib.animate('bat', 'hurt', world.time). | png |
bat-hurt3 | 16x24 | bat flashing. hurt frame 3 of 4. Use GameLib.animate('bat', 'hurt', world.time). | png |
bat-hurt4 | 16x24 | bat recovered. hurt frame 4 of 4. Use GameLib.animate('bat', 'hurt', world.time). | png |
bat-hurt | 16x24 | Same as bat-hurt1. | png |
ghost | 16x24 | Ghost with a wavy hem. Floating enemy; -move bobs up. | png |
ghost-move | 16x24 | Second animation frame of ghost. Alternate with ghost. | png |
ghost-idle1 | 16x24 | ghost rest. idle frame 1 of 4. Use GameLib.animate('ghost', 'idle', world.time). | png |
ghost-idle2 | 16x24 | ghost breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('ghost', 'idle', world.time). | png |
ghost-idle3 | 16x24 | ghost rest. idle frame 3 of 4. Use GameLib.animate('ghost', 'idle', world.time). | png |
ghost-idle4 | 16x24 | ghost breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('ghost', 'idle', world.time). | png |
ghost-move1 | 16x24 | ghost moving, frame 1. move frame 1 of 4. Use GameLib.animate('ghost', 'move', world.time). | png |
ghost-move2 | 16x24 | ghost moving, frame 2. move frame 2 of 4. Use GameLib.animate('ghost', 'move', world.time). | png |
ghost-move3 | 16x24 | ghost moving, frame 3. move frame 3 of 4. Use GameLib.animate('ghost', 'move', world.time). | png |
ghost-move4 | 16x24 | ghost moving, frame 4. move frame 4 of 4. Use GameLib.animate('ghost', 'move', world.time). | png |
ghost-attack1 | 16x24 | ghost crouching to wind up. attack frame 1 of 4. Use GameLib.animate('ghost', 'attack', world.time). | png |
ghost-attack2 | 16x24 | ghost pulling back. attack frame 2 of 4. Use GameLib.animate('ghost', 'attack', world.time). | png |
ghost-attack3 | 16x24 | ghost lunging forward. attack frame 3 of 4. Use GameLib.animate('ghost', 'attack', world.time). | png |
ghost-attack4 | 16x24 | ghost recovering. attack frame 4 of 4. Use GameLib.animate('ghost', 'attack', world.time). | png |
ghost-hurt1 | 16x24 | ghost hit. hurt frame 1 of 4. Use GameLib.animate('ghost', 'hurt', world.time). | png |
ghost-hurt2 | 16x24 | ghost knocked back. hurt frame 2 of 4. Use GameLib.animate('ghost', 'hurt', world.time). | png |
ghost-hurt3 | 16x24 | ghost flashing. hurt frame 3 of 4. Use GameLib.animate('ghost', 'hurt', world.time). | png |
ghost-hurt4 | 16x24 | ghost recovered. hurt frame 4 of 4. Use GameLib.animate('ghost', 'hurt', world.time). | png |
ghost-hurt | 16x24 | Same as ghost-hurt1. | png |
bug | 16x24 | Beetle with legs. Crawling enemy. | png |
bug-move | 16x24 | Second animation frame of bug. Alternate with bug. | png |
bug-idle1 | 16x24 | bug rest. idle frame 1 of 4. Use GameLib.animate('bug', 'idle', world.time). | png |
bug-idle2 | 16x24 | bug breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('bug', 'idle', world.time). | png |
bug-idle3 | 16x24 | bug rest. idle frame 3 of 4. Use GameLib.animate('bug', 'idle', world.time). | png |
bug-idle4 | 16x24 | bug breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('bug', 'idle', world.time). | png |
bug-move1 | 16x24 | bug moving, frame 1. move frame 1 of 4. Use GameLib.animate('bug', 'move', world.time). | png |
bug-move2 | 16x24 | bug moving, frame 2. move frame 2 of 4. Use GameLib.animate('bug', 'move', world.time). | png |
bug-move3 | 16x24 | bug moving, frame 3. move frame 3 of 4. Use GameLib.animate('bug', 'move', world.time). | png |
bug-move4 | 16x24 | bug moving, frame 4. move frame 4 of 4. Use GameLib.animate('bug', 'move', world.time). | png |
bug-attack1 | 16x24 | bug crouching to wind up. attack frame 1 of 4. Use GameLib.animate('bug', 'attack', world.time). | png |
bug-attack2 | 16x24 | bug pulling back. attack frame 2 of 4. Use GameLib.animate('bug', 'attack', world.time). | png |
bug-attack3 | 16x24 | bug lunging forward. attack frame 3 of 4. Use GameLib.animate('bug', 'attack', world.time). | png |
bug-attack4 | 16x24 | bug recovering. attack frame 4 of 4. Use GameLib.animate('bug', 'attack', world.time). | png |
bug-hurt1 | 16x24 | bug hit. hurt frame 1 of 4. Use GameLib.animate('bug', 'hurt', world.time). | png |
bug-hurt2 | 16x24 | bug knocked back. hurt frame 2 of 4. Use GameLib.animate('bug', 'hurt', world.time). | png |
bug-hurt3 | 16x24 | bug flashing. hurt frame 3 of 4. Use GameLib.animate('bug', 'hurt', world.time). | png |
bug-hurt4 | 16x24 | bug recovered. hurt frame 4 of 4. Use GameLib.animate('bug', 'hurt', world.time). | png |
bug-hurt | 16x24 | Same as bug-hurt1. | png |
fish | 16x24 | Fish facing right, tail on the left. Water creature. | png |
fish-move | 16x24 | Second animation frame of fish. Alternate with fish. | png |
fish-idle1 | 16x24 | fish rest. idle frame 1 of 4. Use GameLib.animate('fish', 'idle', world.time). | png |
fish-idle2 | 16x24 | fish breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('fish', 'idle', world.time). | png |
fish-idle3 | 16x24 | fish rest. idle frame 3 of 4. Use GameLib.animate('fish', 'idle', world.time). | png |
fish-idle4 | 16x24 | fish breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('fish', 'idle', world.time). | png |
fish-move1 | 16x24 | fish moving, frame 1. move frame 1 of 4. Use GameLib.animate('fish', 'move', world.time). | png |
fish-move2 | 16x24 | fish moving, frame 2. move frame 2 of 4. Use GameLib.animate('fish', 'move', world.time). | png |
fish-move3 | 16x24 | fish moving, frame 3. move frame 3 of 4. Use GameLib.animate('fish', 'move', world.time). | png |
fish-move4 | 16x24 | fish moving, frame 4. move frame 4 of 4. Use GameLib.animate('fish', 'move', world.time). | png |
fish-attack1 | 16x24 | fish crouching to wind up. attack frame 1 of 4. Use GameLib.animate('fish', 'attack', world.time). | png |
fish-attack2 | 16x24 | fish pulling back. attack frame 2 of 4. Use GameLib.animate('fish', 'attack', world.time). | png |
fish-attack3 | 16x24 | fish lunging forward. attack frame 3 of 4. Use GameLib.animate('fish', 'attack', world.time). | png |
fish-attack4 | 16x24 | fish recovering. attack frame 4 of 4. Use GameLib.animate('fish', 'attack', world.time). | png |
fish-hurt1 | 16x24 | fish hit. hurt frame 1 of 4. Use GameLib.animate('fish', 'hurt', world.time). | png |
fish-hurt2 | 16x24 | fish knocked back. hurt frame 2 of 4. Use GameLib.animate('fish', 'hurt', world.time). | png |
fish-hurt3 | 16x24 | fish flashing. hurt frame 3 of 4. Use GameLib.animate('fish', 'hurt', world.time). | png |
fish-hurt4 | 16x24 | fish recovered. hurt frame 4 of 4. Use GameLib.animate('fish', 'hurt', world.time). | png |
fish-hurt | 16x24 | Same as fish-hurt1. | png |
bird | 16x24 | Small bird facing right. Flying creature. | png |
bird-move | 16x24 | Second animation frame of bird. Alternate with bird. | png |
bird-idle1 | 16x24 | bird rest. idle frame 1 of 4. Use GameLib.animate('bird', 'idle', world.time). | png |
bird-idle2 | 16x24 | bird breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('bird', 'idle', world.time). | png |
bird-idle3 | 16x24 | bird rest. idle frame 3 of 4. Use GameLib.animate('bird', 'idle', world.time). | png |
bird-idle4 | 16x24 | bird breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('bird', 'idle', world.time). | png |
bird-move1 | 16x24 | bird moving, frame 1. move frame 1 of 4. Use GameLib.animate('bird', 'move', world.time). | png |
bird-move2 | 16x24 | bird moving, frame 2. move frame 2 of 4. Use GameLib.animate('bird', 'move', world.time). | png |
bird-move3 | 16x24 | bird moving, frame 3. move frame 3 of 4. Use GameLib.animate('bird', 'move', world.time). | png |
bird-move4 | 16x24 | bird moving, frame 4. move frame 4 of 4. Use GameLib.animate('bird', 'move', world.time). | png |
bird-attack1 | 16x24 | bird crouching to wind up. attack frame 1 of 4. Use GameLib.animate('bird', 'attack', world.time). | png |
bird-attack2 | 16x24 | bird pulling back. attack frame 2 of 4. Use GameLib.animate('bird', 'attack', world.time). | png |
bird-attack3 | 16x24 | bird lunging forward. attack frame 3 of 4. Use GameLib.animate('bird', 'attack', world.time). | png |
bird-attack4 | 16x24 | bird recovering. attack frame 4 of 4. Use GameLib.animate('bird', 'attack', world.time). | png |
bird-hurt1 | 16x24 | bird hit. hurt frame 1 of 4. Use GameLib.animate('bird', 'hurt', world.time). | png |
bird-hurt2 | 16x24 | bird knocked back. hurt frame 2 of 4. Use GameLib.animate('bird', 'hurt', world.time). | png |
bird-hurt3 | 16x24 | bird flashing. hurt frame 3 of 4. Use GameLib.animate('bird', 'hurt', world.time). | png |
bird-hurt4 | 16x24 | bird recovered. hurt frame 4 of 4. Use GameLib.animate('bird', 'hurt', world.time). | png |
bird-hurt | 16x24 | Same as bird-hurt1. | png |
snail | 16x24 | Snail with a spiral shell, facing right. Slow enemy. | png |
snail-move | 16x24 | Second animation frame of snail. Alternate with snail. | png |
snail-idle1 | 16x24 | snail rest. idle frame 1 of 4. Use GameLib.animate('snail', 'idle', world.time). | png |
snail-idle2 | 16x24 | snail breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('snail', 'idle', world.time). | png |
snail-idle3 | 16x24 | snail rest. idle frame 3 of 4. Use GameLib.animate('snail', 'idle', world.time). | png |
snail-idle4 | 16x24 | snail breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('snail', 'idle', world.time). | png |
snail-move1 | 16x24 | snail moving, frame 1. move frame 1 of 4. Use GameLib.animate('snail', 'move', world.time). | png |
snail-move2 | 16x24 | snail moving, frame 2. move frame 2 of 4. Use GameLib.animate('snail', 'move', world.time). | png |
snail-move3 | 16x24 | snail moving, frame 3. move frame 3 of 4. Use GameLib.animate('snail', 'move', world.time). | png |
snail-move4 | 16x24 | snail moving, frame 4. move frame 4 of 4. Use GameLib.animate('snail', 'move', world.time). | png |
snail-attack1 | 16x24 | snail crouching to wind up. attack frame 1 of 4. Use GameLib.animate('snail', 'attack', world.time). | png |
snail-attack2 | 16x24 | snail pulling back. attack frame 2 of 4. Use GameLib.animate('snail', 'attack', world.time). | png |
snail-attack3 | 16x24 | snail lunging forward. attack frame 3 of 4. Use GameLib.animate('snail', 'attack', world.time). | png |
snail-attack4 | 16x24 | snail recovering. attack frame 4 of 4. Use GameLib.animate('snail', 'attack', world.time). | png |
snail-hurt1 | 16x24 | snail hit. hurt frame 1 of 4. Use GameLib.animate('snail', 'hurt', world.time). | png |
snail-hurt2 | 16x24 | snail knocked back. hurt frame 2 of 4. Use GameLib.animate('snail', 'hurt', world.time). | png |
snail-hurt3 | 16x24 | snail flashing. hurt frame 3 of 4. Use GameLib.animate('snail', 'hurt', world.time). | png |
snail-hurt4 | 16x24 | snail recovered. hurt frame 4 of 4. Use GameLib.animate('snail', 'hurt', world.time). | png |
snail-hurt | 16x24 | Same as snail-hurt1. | png |
spider | 16x24 | Spider with eight legs. Enemy. | png |
spider-move | 16x24 | Second animation frame of spider. Alternate with spider. | png |
spider-idle1 | 16x24 | spider rest. idle frame 1 of 4. Use GameLib.animate('spider', 'idle', world.time). | png |
spider-idle2 | 16x24 | spider breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('spider', 'idle', world.time). | png |
spider-idle3 | 16x24 | spider rest. idle frame 3 of 4. Use GameLib.animate('spider', 'idle', world.time). | png |
spider-idle4 | 16x24 | spider breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('spider', 'idle', world.time). | png |
spider-move1 | 16x24 | spider moving, frame 1. move frame 1 of 4. Use GameLib.animate('spider', 'move', world.time). | png |
spider-move2 | 16x24 | spider moving, frame 2. move frame 2 of 4. Use GameLib.animate('spider', 'move', world.time). | png |
spider-move3 | 16x24 | spider moving, frame 3. move frame 3 of 4. Use GameLib.animate('spider', 'move', world.time). | png |
spider-move4 | 16x24 | spider moving, frame 4. move frame 4 of 4. Use GameLib.animate('spider', 'move', world.time). | png |
spider-attack1 | 16x24 | spider crouching to wind up. attack frame 1 of 4. Use GameLib.animate('spider', 'attack', world.time). | png |
spider-attack2 | 16x24 | spider pulling back. attack frame 2 of 4. Use GameLib.animate('spider', 'attack', world.time). | png |
spider-attack3 | 16x24 | spider lunging forward. attack frame 3 of 4. Use GameLib.animate('spider', 'attack', world.time). | png |
spider-attack4 | 16x24 | spider recovering. attack frame 4 of 4. Use GameLib.animate('spider', 'attack', world.time). | png |
spider-hurt1 | 16x24 | spider hit. hurt frame 1 of 4. Use GameLib.animate('spider', 'hurt', world.time). | png |
spider-hurt2 | 16x24 | spider knocked back. hurt frame 2 of 4. Use GameLib.animate('spider', 'hurt', world.time). | png |
spider-hurt3 | 16x24 | spider flashing. hurt frame 3 of 4. Use GameLib.animate('spider', 'hurt', world.time). | png |
spider-hurt4 | 16x24 | spider recovered. hurt frame 4 of 4. Use GameLib.animate('spider', 'hurt', world.time). | png |
spider-hurt | 16x24 | Same as spider-hurt1. | png |
frog | 16x24 | Frog with big eyes. Jumping creature. | png |
frog-move | 16x24 | Second animation frame of frog. Alternate with frog. | png |
frog-idle1 | 16x24 | frog rest. idle frame 1 of 4. Use GameLib.animate('frog', 'idle', world.time). | png |
frog-idle2 | 16x24 | frog breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('frog', 'idle', world.time). | png |
frog-idle3 | 16x24 | frog rest. idle frame 3 of 4. Use GameLib.animate('frog', 'idle', world.time). | png |
frog-idle4 | 16x24 | frog breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('frog', 'idle', world.time). | png |
frog-move1 | 16x24 | frog moving, frame 1. move frame 1 of 4. Use GameLib.animate('frog', 'move', world.time). | png |
frog-move2 | 16x24 | frog moving, frame 2. move frame 2 of 4. Use GameLib.animate('frog', 'move', world.time). | png |
frog-move3 | 16x24 | frog moving, frame 3. move frame 3 of 4. Use GameLib.animate('frog', 'move', world.time). | png |
frog-move4 | 16x24 | frog moving, frame 4. move frame 4 of 4. Use GameLib.animate('frog', 'move', world.time). | png |
frog-attack1 | 16x24 | frog crouching to wind up. attack frame 1 of 4. Use GameLib.animate('frog', 'attack', world.time). | png |
frog-attack2 | 16x24 | frog pulling back. attack frame 2 of 4. Use GameLib.animate('frog', 'attack', world.time). | png |
frog-attack3 | 16x24 | frog lunging forward. attack frame 3 of 4. Use GameLib.animate('frog', 'attack', world.time). | png |
frog-attack4 | 16x24 | frog recovering. attack frame 4 of 4. Use GameLib.animate('frog', 'attack', world.time). | png |
frog-hurt1 | 16x24 | frog hit. hurt frame 1 of 4. Use GameLib.animate('frog', 'hurt', world.time). | png |
frog-hurt2 | 16x24 | frog knocked back. hurt frame 2 of 4. Use GameLib.animate('frog', 'hurt', world.time). | png |
frog-hurt3 | 16x24 | frog flashing. hurt frame 3 of 4. Use GameLib.animate('frog', 'hurt', world.time). | png |
frog-hurt4 | 16x24 | frog recovered. hurt frame 4 of 4. Use GameLib.animate('frog', 'hurt', world.time). | png |
frog-hurt | 16x24 | Same as frog-hurt1. | png |
rabbit | 16x24 | Rabbit with long ears. Fast or friendly creature. | png |
rabbit-move | 16x24 | Second animation frame of rabbit. Alternate with rabbit. | png |
rabbit-idle1 | 16x24 | rabbit rest. idle frame 1 of 4. Use GameLib.animate('rabbit', 'idle', world.time). | png |
rabbit-idle2 | 16x24 | rabbit breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('rabbit', 'idle', world.time). | png |
rabbit-idle3 | 16x24 | rabbit rest. idle frame 3 of 4. Use GameLib.animate('rabbit', 'idle', world.time). | png |
rabbit-idle4 | 16x24 | rabbit breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('rabbit', 'idle', world.time). | png |
rabbit-move1 | 16x24 | rabbit moving, frame 1. move frame 1 of 4. Use GameLib.animate('rabbit', 'move', world.time). | png |
rabbit-move2 | 16x24 | rabbit moving, frame 2. move frame 2 of 4. Use GameLib.animate('rabbit', 'move', world.time). | png |
rabbit-move3 | 16x24 | rabbit moving, frame 3. move frame 3 of 4. Use GameLib.animate('rabbit', 'move', world.time). | png |
rabbit-move4 | 16x24 | rabbit moving, frame 4. move frame 4 of 4. Use GameLib.animate('rabbit', 'move', world.time). | png |
rabbit-attack1 | 16x24 | rabbit crouching to wind up. attack frame 1 of 4. Use GameLib.animate('rabbit', 'attack', world.time). | png |
rabbit-attack2 | 16x24 | rabbit pulling back. attack frame 2 of 4. Use GameLib.animate('rabbit', 'attack', world.time). | png |
rabbit-attack3 | 16x24 | rabbit lunging forward. attack frame 3 of 4. Use GameLib.animate('rabbit', 'attack', world.time). | png |
rabbit-attack4 | 16x24 | rabbit recovering. attack frame 4 of 4. Use GameLib.animate('rabbit', 'attack', world.time). | png |
rabbit-hurt1 | 16x24 | rabbit hit. hurt frame 1 of 4. Use GameLib.animate('rabbit', 'hurt', world.time). | png |
rabbit-hurt2 | 16x24 | rabbit knocked back. hurt frame 2 of 4. Use GameLib.animate('rabbit', 'hurt', world.time). | png |
rabbit-hurt3 | 16x24 | rabbit flashing. hurt frame 3 of 4. Use GameLib.animate('rabbit', 'hurt', world.time). | png |
rabbit-hurt4 | 16x24 | rabbit recovered. hurt frame 4 of 4. Use GameLib.animate('rabbit', 'hurt', world.time). | png |
rabbit-hurt | 16x24 | Same as rabbit-hurt1. | png |
apple | 16x16 | Red apple shape with a stem and leaf. Food, health pickup. | png |
cherry | 16x16 | Two cherries on joined stems. Fruit, score pickup. | png |
carrot | 16x16 | Carrot with leaves, pointing down. Food, pickup. | png |
candy | 16x16 | Wrapped candy. Sweet pickup, score. | png |
ring | 16x16 | Ring with a gem on top. Treasure, pickup. | png |
crown | 16x16 | Three-pointed crown. King, win, top score. | png |
bell | 16x16 | Bell with a clapper. Alarm, signal, pickup. | png |
letter | 16x16 | Closed envelope. Message, mail, quest item. | png |
gift | 16x16 | Present box with ribbon and bow. Reward, surprise. | png |
dice | 16x16 | Die showing five. Chance, random, board games. | png |
note | 16x16 | Music note. Sound, rhythm, collectible. | png |
fire | 16x16 | Flame with an inner flame. Fire hazard, torch, heat. | png |
snowflake | 16x16 | Six-branched snowflake. Ice, cold, winter. | png |
leaf | 16x16 | Single leaf with a vein. Nature, falling leaves. | png |
egg | 16x16 | Egg. Food, hatching, collectible. | png |
bone | 16x16 | Bone with round ends. Dog treat, dungeon decoration. | png |
hammer | 16x16 | Hammer. Build, smash, tool pickup. | png |
pickaxe | 16x16 | Pickaxe. Mining, digging tool. | png |
wand | 16x16 | Magic wand with a star tip. Magic, spell pickup. | png |
hourglass | 16x16 | Hourglass with falling sand. Time limit, slow time. | png |
big-tree | 32x48 | Large tree, 32x48: trunk and three rounded leaf layers. Landmark, background. | png |
cottage | 32x32 | House, 32x32: triangle roof, chimney, door and two windows. Town, goal. | png |
castle | 48x48 | Castle, 48x48: two towers, wall and a gate. Goal, boss stage. | png |
tower | 16x48 | Tall stone tower, 16x48, pointed roof. Landmark, lookout. | png |
boulder | 32x24 | Large rock, 32x24. Big obstacle. | png |
tent | 32x24 | Tent, 32x24, open flap. Camp, rest point. | png |
cart | 32x24 | Wooden cart with two wheels, 32x24. Vehicle, obstacle. | png |
car | 32x16 | Car seen from the side, 32x16, facing right. Traffic; flip: true to face left. | png |
truck | 48x16 | Truck seen from the side, 48x16, facing right. Long traffic; flip: true to face left. | png |
boat | 32x32 | Small sailboat, 32x32. Water travel, harbor scene. | png |
big-slime-idle1 | 32x24 | big-slime rest. idle frame 1 of 4. Use GameLib.animate('big-slime', 'idle', world.time). | png |
big-slime-idle2 | 32x24 | big-slime breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('big-slime', 'idle', world.time). | png |
big-slime-idle3 | 32x24 | big-slime rest. idle frame 3 of 4. Use GameLib.animate('big-slime', 'idle', world.time). | png |
big-slime-idle4 | 32x24 | big-slime breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('big-slime', 'idle', world.time). | png |
big-slime-move1 | 32x24 | big-slime moving, frame 1. move frame 1 of 4. Use GameLib.animate('big-slime', 'move', world.time). | png |
big-slime-move2 | 32x24 | big-slime moving, frame 2. move frame 2 of 4. Use GameLib.animate('big-slime', 'move', world.time). | png |
big-slime-move3 | 32x24 | big-slime moving, frame 3. move frame 3 of 4. Use GameLib.animate('big-slime', 'move', world.time). | png |
big-slime-move4 | 32x24 | big-slime moving, frame 4. move frame 4 of 4. Use GameLib.animate('big-slime', 'move', world.time). | png |
big-slime-attack1 | 32x24 | big-slime crouching to wind up. attack frame 1 of 4. Use GameLib.animate('big-slime', 'attack', world.time). | png |
big-slime-attack2 | 32x24 | big-slime pulling back. attack frame 2 of 4. Use GameLib.animate('big-slime', 'attack', world.time). | png |
big-slime-attack3 | 32x24 | big-slime lunging forward. attack frame 3 of 4. Use GameLib.animate('big-slime', 'attack', world.time). | png |
big-slime-attack4 | 32x24 | big-slime recovering. attack frame 4 of 4. Use GameLib.animate('big-slime', 'attack', world.time). | png |
big-slime-hurt1 | 32x24 | big-slime hit. hurt frame 1 of 4. Use GameLib.animate('big-slime', 'hurt', world.time). | png |
big-slime-hurt2 | 32x24 | big-slime knocked back. hurt frame 2 of 4. Use GameLib.animate('big-slime', 'hurt', world.time). | png |
big-slime-hurt3 | 32x24 | big-slime flashing. hurt frame 3 of 4. Use GameLib.animate('big-slime', 'hurt', world.time). | png |
big-slime-hurt4 | 32x24 | big-slime recovered. hurt frame 4 of 4. Use GameLib.animate('big-slime', 'hurt', world.time). | png |
big-slime | 32x24 | Big slime, 32x24. Boss enemy. Frames: big-slime-<idle | move |
big-slime-hurt | 32x24 | Same as big-slime-hurt1. | png |
fx-hit-1 | 16x16 | Impact 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-2 | 16x16 | Impact 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-3 | 16x16 | Impact 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-4 | 16x16 | Impact 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-1 | 16x16 | Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 1. Use GameLib.effect('slash', since, world.time). | png |
fx-slash-2 | 16x16 | Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 2. Use GameLib.effect('slash', since, world.time). | png |
fx-slash-3 | 16x16 | Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 3. Use GameLib.effect('slash', since, world.time). | png |
fx-slash-4 | 16x16 | Sword swing arc: thin, thick crescent, thinning sweep, dotted fade. Frame 4. Use GameLib.effect('slash', since, world.time). | png |
fx-poof-1 | 16x16 | Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 1. Use GameLib.effect('poof', since, world.time). | png |
fx-poof-2 | 16x16 | Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 2. Use GameLib.effect('poof', since, world.time). | png |
fx-poof-3 | 16x16 | Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 3. Use GameLib.effect('poof', since, world.time). | png |
fx-poof-4 | 16x16 | Smoke puff: puff, cloud, split puffs, specks. Draw where an enemy is defeated. Frame 4. Use GameLib.effect('poof', since, world.time). | png |
fx-dust-1 | 16x16 | Dust 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-2 | 16x16 | Dust 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-3 | 16x16 | Dust 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-4 | 16x16 | Dust 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-1 | 16x16 | Explosion: white ball, spiky burst, ring of smoke, specks. Frame 1. Use GameLib.effect('explode', since, world.time). | png |
fx-explode-2 | 16x16 | Explosion: white ball, spiky burst, ring of smoke, specks. Frame 2. Use GameLib.effect('explode', since, world.time). | png |
fx-explode-3 | 16x16 | Explosion: white ball, spiky burst, ring of smoke, specks. Frame 3. Use GameLib.effect('explode', since, world.time). | png |
fx-explode-4 | 16x16 | Explosion: white ball, spiky burst, ring of smoke, specks. Frame 4. Use GameLib.effect('explode', since, world.time). | png |
hero-idle1 | 24x24 | hero, facing front, standing. idle frame 1 of 4. Usually drawn with g.hero(). | png |
hero-idle2 | 24x24 | hero, facing front, breathing in, head 1px lower. idle frame 2 of 4. Usually drawn with g.hero(). | png |
hero-idle3 | 24x24 | hero, facing front, breathing deep, head 2px lower. idle frame 3 of 4. Usually drawn with g.hero(). | png |
hero-idle4 | 24x24 | hero, facing front, breathing out, head 1px lower. idle frame 4 of 4. Usually drawn with g.hero(). | png |
hero-walk1 | 24x24 | hero, facing front, walking, one foot forward. walk frame 1 of 4. Usually drawn with g.hero(). | png |
hero-walk2 | 24x24 | hero, facing front, walking, feet together and body raised. walk frame 2 of 4. Usually drawn with g.hero(). | png |
hero-walk3 | 24x24 | hero, facing front, walking, other foot forward. walk frame 3 of 4. Usually drawn with g.hero(). | png |
hero-walk4 | 24x24 | hero, facing front, walking, feet together and body raised. walk frame 4 of 4. Usually drawn with g.hero(). | png |
hero-jump1 | 24x24 | hero, facing front, jumping, arms up. jump frame 1 of 4. Usually drawn with g.hero(). | png |
hero-jump2 | 24x24 | hero, facing front, jumping, arms level. jump frame 2 of 4. Usually drawn with g.hero(). | png |
hero-jump3 | 24x24 | hero, facing front, jumping, arms down. jump frame 3 of 4. Usually drawn with g.hero(). | png |
hero-jump4 | 24x24 | hero, facing front, jumping, arms level. jump frame 4 of 4. Usually drawn with g.hero(). | png |
hero-hurt1 | 24x24 | hero, facing front, hurt, eyes squeezed shut. hurt frame 1 of 4. Usually drawn with g.hero(). | png |
hero-hurt2 | 24x24 | hero, facing front, hurt, inverted flash. hurt frame 2 of 4. Usually drawn with g.hero(). | png |
hero-hurt3 | 24x24 | hero, facing front, hurt, knocked back 1px. hurt frame 3 of 4. Usually drawn with g.hero(). | png |
hero-hurt4 | 24x24 | hero, facing front, hurt, knocked back and flashing. hurt frame 4 of 4. Usually drawn with g.hero(). | png |
hero-happy1 | 24x24 | hero, facing front, cheering with raised arms. happy frame 1 of 4. Usually drawn with g.hero(). | png |
hero-happy2 | 24x24 | hero, facing front, cheering, hopping up. happy frame 2 of 4. Usually drawn with g.hero(). | png |
hero-happy3 | 24x24 | hero, facing front, cheering, coming down. happy frame 3 of 4. Usually drawn with g.hero(). | png |
hero-happy4 | 24x24 | hero, facing front, cheering, landing squashed. happy frame 4 of 4. Usually drawn with g.hero(). | png |
hero-idle | 24x24 | hero, facing front, standing (same as idle1). Usually drawn with g.hero(). | png |
hero-jump | 24x24 | hero, facing front, jumping (same as jump1). Usually drawn with g.hero(). | png |
hero-happy | 24x24 | hero, facing front, cheering (same as happy1). Usually drawn with g.hero(). | png |
hero-hurt | 24x24 | hero, facing front, hurt (same as hurt1). Usually drawn with g.hero(). | png |
slime | 16x24 | Round slime blob with eyes, idle frame 1. Classic enemy. | png |
star | 16x16 | Five-pointed star outline. Collectible, score, goal. | png |
tree | 16x16 | Round tree. Obstacle, decoration. | png |
flower | 16x16 | Single flower. Decoration, small pickup. | png |
stone | 16x16 | Flat stone. Obstacle, decoration. | png |
flag | 16x16 | Tall flag on a pole. Goal, finish line. | png |
tile | 16x16 | Plain floor tile with a border. Ground. | png |
slime-move | 16x24 | Same as slime-jump. Kept for older games. | png |
slime-squash | 16x24 | Slime squashed flat before jumping. Jump frame 1 of 6. | png |
slime-jump | 16x24 | Slime stretched tall, leaving the ground. Jump frame 2 of 6. | png |
slime-apex | 16x24 | Slime round at the top of the jump. Jump frame 3 of 6. | png |
slime-fall | 16x24 | Slime stretched, falling. Jump frame 4 of 6. | png |
slime-land | 16x24 | Slime squashed wide on landing. Jump frame 5 of 6. | png |
slime-recover | 16x24 | Slime springing back after landing. Jump frame 6 of 6. | png |
slime-hurt | 16x24 | Same as slime-hurt1. Slime hit, eyes squeezed shut, leaning back. | png |
slime-idle1 | 16x24 | slime rest. idle frame 1 of 4. Use GameLib.animate('slime', 'idle', world.time). | png |
slime-idle2 | 16x24 | slime breathing in (squashed or bobbing). idle frame 2 of 4. Use GameLib.animate('slime', 'idle', world.time). | png |
slime-idle3 | 16x24 | slime rest. idle frame 3 of 4. Use GameLib.animate('slime', 'idle', world.time). | png |
slime-idle4 | 16x24 | slime breathing out (stretched or bobbing). idle frame 4 of 4. Use GameLib.animate('slime', 'idle', world.time). | png |
slime-move1 | 16x24 | slime moving, frame 1. move frame 1 of 4. Use GameLib.animate('slime', 'move', world.time). | png |
slime-move2 | 16x24 | slime moving, frame 2. move frame 2 of 4. Use GameLib.animate('slime', 'move', world.time). | png |
slime-move3 | 16x24 | slime moving, frame 3. move frame 3 of 4. Use GameLib.animate('slime', 'move', world.time). | png |
slime-move4 | 16x24 | slime moving, frame 4. move frame 4 of 4. Use GameLib.animate('slime', 'move', world.time). | png |
slime-attack1 | 16x24 | slime crouching to wind up. attack frame 1 of 4. Use GameLib.animate('slime', 'attack', world.time). | png |
slime-attack2 | 16x24 | slime pulling back. attack frame 2 of 4. Use GameLib.animate('slime', 'attack', world.time). | png |
slime-attack3 | 16x24 | slime lunging forward. attack frame 3 of 4. Use GameLib.animate('slime', 'attack', world.time). | png |
slime-attack4 | 16x24 | slime recovering. attack frame 4 of 4. Use GameLib.animate('slime', 'attack', world.time). | png |
slime-hurt1 | 16x24 | slime hit. hurt frame 1 of 4. Use GameLib.animate('slime', 'hurt', world.time). | png |
slime-hurt2 | 16x24 | slime knocked back. hurt frame 2 of 4. Use GameLib.animate('slime', 'hurt', world.time). | png |
slime-hurt3 | 16x24 | slime flashing. hurt frame 3 of 4. Use GameLib.animate('slime', 'hurt', world.time). | png |
slime-hurt4 | 16x24 | slime recovered. hurt frame 4 of 4. Use GameLib.animate('slime', 'hurt', world.time). | png |
side-slime | 16x24 | side 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-squash | 16x24 | side 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-jump | 16x24 | side 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-apex | 16x24 | side 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-fall | 16x24 | side 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-land | 16x24 | side 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-recover | 16x24 | side 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-hurt | 16x24 | side 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-idle1 | 16x24 | side 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-idle2 | 16x24 | side 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-idle3 | 16x24 | side 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-idle4 | 16x24 | side 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-move1 | 16x24 | side 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-move2 | 16x24 | side 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-move3 | 16x24 | side 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-move4 | 16x24 | side 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-attack1 | 16x24 | side 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-attack2 | 16x24 | side 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-attack3 | 16x24 | side 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-attack4 | 16x24 | side 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-hurt1 | 16x24 | side 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-hurt2 | 16x24 | side 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-hurt3 | 16x24 | side 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-hurt4 | 16x24 | side 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 |