sprite.setAnimation()
Sets the image or animation for the sprite.
Use the Animation tab to load and label images and animations for your sprites.
The default image is a gray rectangle.
Examples
var sprite = createSprite(200, 200);
sprite.setAnimation("car_blue_1");
drawSprites();
Roll a Die
Use 6 different images for a sprite, labeled "dieRed1" through "dieRed6", and randomNumber to roll a die.
// Use 6 different images for a sprite, labeled "dieRed1" through "dieRed6", and randomNumber to roll a die.
var die = createSprite(200,200);
var count=0;
function draw() {
background("white");
count=count+1;
if (count<20) {
die.setAnimation("dieRed"+randomNumber(1,6));
}
drawSprites();
}
Syntax
sprite.setAnimation(label)
Parameters
Name | Type | Required? | Description |
---|---|---|---|
label | String | The name of an image or animation loaded in the Animation tab. |
Returns
Tips
- Sprites all have the same functions and you use the dot notation (combining the name of the sprite, followed by a dot, with the function name) to call the function for that sprite.
- Any changes to the properties of a sprite will not be seen until after
drawSprites()
is called.
Found a bug in the documentation? Let us know at support@code.org.