Not signed in

Sign into Awesome Arcade with a provider below!

Sorry, but it looks like there aren't any providers to sign in with!

Animating Sprites in MakeCode Arcade

Written by Profile picture of UnsignedArduino UnsignedArduino
Posted on May 12, 2024 at 4:10 AM.
minute read

Adding animations to sprites is a common method in making games look polished and professional. Learn how to add animations to your MakeCode Arcade games! This is part 1 of a 3-part series.


Animations are a good way to make a game look polished and professional. Many popular games on the MakeCode Forums use animations of all types. I'll be going over how to add animations to all areas of your MakeCode Arcade games to make them look beautiful!

This will be a three-part series, this blog post will go over animating sprites. The next posts will go over animating backgrounds and tiles.

(All code will be provided in blocks unless specified - click the edit button in the embedded editors to open the project. If you want the JavaScript or Python versions, open the project and convert it to the preferred programming language.)

Adding animations to sprites

It's extremely common to add animations to sprites such as projectiles a character shoots or coins in a level. There are two main types of sprite animations: simple animations that don't depend on state, and more complex animations that depend on what the sprite is doing. (such as moving in a certain direction)

Simple animations

For simple animations that don't depend on a state, use the animation blocks in the Animation category. (it's hidden under the Advanced expander)

There are two different main blocks in the Animation category: one for animating a sprite's frames and one for animating a sprite's movement.

Image animations

// Loading blocks...
animation.runImageAnimation(mySprite, [], 500, false);
// JavaScript
function animation.runImageAnimation(sprite: Sprite, frames: Image[], frameInterval: number, loop: boolean): void;
# Python
def animation.run_image_animation(sprite: Sprite, frames: List[Image], frameInterval: number, loop: bool): None

This block will change the image on a sprite at every interval you specify, (each frame lasts the same amount of time) running through all the frames. You can enable looping to repeat the animation after it finishes. For more information, find the block in the toolbox and right click it for documentation.

Movement animations

// Loading blocks...
animation.runMovementAnimation(mySprite, animation.animationPresets(animation.flyToCenter), 2000, false);
// JavaScript
function animation.runMovementAnimation(sprite: Sprite, pathString: string, duration: number, loop: boolean): void;
# Python
def animation.run_movement_animation(sprite: Sprite, pathString: str, duration: number, loop: bool): None

This block will change the movement of a sprite. (the entire movement animation lasts some amount of time) You can enable looping to repeat the animation after it finishes. For more information, find the block in the toolbox and right click it for documentation.

You can also use SVG paths by dragging in a string block (the first block in the Text category) and writing SVG paths directly in the string block. For example, m 10 5 m -10 -5 will move the sprite relatively 10px right and 5px down and then move it 10px left and 5px up. (using capitals will use absolute positioning) The duration will be evenly distributed across all the steps.

Funny enough, at the time of writing this (which will be a long time ago since it takes me a while to write these 🤭) @richard on the MakeCode Forums had just released a quick guide on this exact block! Check it out if you want a more detailed guide on SVG pathing in MakeCode Arcade.

You can combine these two blocks to give animations to a coin sprite, for example:

Which gives you the following output:

State animations

Although the built-in animation blocks are helpful in animating simple sprites, we often have players, enemies, etc. in our games that have many character animations based on a certain state, usually the direction they are facing.

A great extension for this is the arcade-character-animations extension in the recommended list of extensions - search for "arcade character animations" to find this one:

A new category Character in the toolbox will show up. There are two blocks that we care about the most, which look similar to the blocks before:

Looping animations while a state is true

// Loading blocks...
characterAnimations.loopFrames(mySprite, [img`.`], 500, characterAnimations.rule(Predicate.NotMoving));
// JavaScript
function characterAnimations.loopFrames(sprite: Sprite, frames: Image[], frameInterval: number, rule: number): void;
# Python
def characterAnimations.loop_frames(sprite: Sprite, frames: List[Image], frameInterval: number, rule: Rule): None

This block will continuously loop the animation as long as a certain rule is true. For example, you can run your walking right animation while the sprite is moving right!

Running an animation when a state becomes true

// Loading blocks...
characterAnimations.runFrames(mySprite, [img`.`], 500, characterAnimations.rule(Predicate.NotMoving));
// JavaScript
function characterAnimations.runFrames(sprite: Sprite, frames: Image[], frameInterval: number, rule: number): void;
# Python
def characterAnimations.run_frames(sprite: Sprite, frames: List[Image], frameInterval: number, rule: Rule): None

This block will run the animation once a rule becomes true. For example, you can run an animation once a sprite hits the floor. I often use this block so that when a character stops moving, the animation ends correctly.

Here is an example that uses both blocks in the character animations extension:

Which gives you the following output:

Combing it all together

With all these blocks, we can create smooth and fluid animations that will greatly enhance the appeal of our games!

The example below demonstrates the features of all the blocks in order to animate a character in a platformer:

It uses another recommended extension called timers that allow you to schedule code to run after a certain amount of time has passed. In our case, it is used to renable the extension after all the fighting has ended.

And here is the result:

Thanks for reading, I hope this post helped you! Don't forget to subscribe to this blog with RSS to know when a new blog is posted!

Tags: Sprites, Animations


Logo© 2024 UnsignedArduino. All rights reserved.
Keeping track of 71 extensions and 14 tools since April 15, 2023.
Awesome Arcade is developed and maintained by UnsignedArduino and the MakeCode community.

This website is not developed, affiliated, or endorsed by Microsoft, the owner of MakeCode Arcade.
Microsoft and MakeCode Arcade are trademarks of the Microsoft group of companies.

Build 7d72428042b39d169386224fc2df2d7f49d5ef41 (branch staging) on July 11, 2024 at 12:07 AM.
HomeExtensionsToolsBlogHelp
AboutGitHubLegalStatus page
Logo© 2024 UnsignedArduino. All rights reserved.
Keeping track of 71 extensions and 14 tools since April 15, 2023.
Awesome Arcade is developed and maintained by UnsignedArduino and the MakeCode community.

This website is not developed, affiliated, or endorsed by Microsoft, the owner of MakeCode Arcade.
Microsoft and MakeCode Arcade are trademarks of the Microsoft group of companies.

Build 7d72428042b39d169386224fc2df2d7f49d5ef41 (branch staging) on July 11, 2024 at 12:07 AM.
Home
Extensions
Tools
Blog
Help
About
GitHub
Legal
Status page