# Asset catalog

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

```js
g.sprite('key', 40, 60)
g.sprite('cat-move', 80, 60)
GameLib.drawWorld(g, scene, {objects: [{sprite: 'crate', x: 2, y: 3}]})
```

## 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`.

```js
g.sprite(GameLib.animate('bat', 'move', world.time), x, y) // bat-move1..4 at 8fps
```

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