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In an early chapter you already learned how to create an animation using the timeline features of SpriteBuilder (remember the bear?). In this chapter you will learn how to create animations with a series of sprite files. We will animate penguins while the sit around the catapult, waiting to be turned into bullets.

Add the resources

Download these resources, unzip them and drag the animation folder to your SpriteBuilder project.

Once you have added the folder to your project turn it into a smart sprite sheet by using a right-click on the folder and selecting Make Smart Sprite Sheet. Hit the publish button so that SpriteBuilder creates a texture for your sprite sheet. When you are done your project should look like this:


Create a new CCB file

Next, create a new CCB file in SpriteBuilder. Call it WaitingPenguin.ccb and choose Sprite as the root node.

Once the file is created, open it and select the first animation frame to be the default frame of the new sprite (animation/1.png):


Setup the animation

SpriteBuilder provides a simple way of setting up frame based animations:

  • Select the sprite you want to apply the animation to
  • Select all the relevant images from the resource pane (left)
  • Right-click on the selected images and choose Create Keyframes from Selection

Depending on the amount of frames you will have to wait a couple of seconds. Then SpriteBuilder will add all images to your timeline.

Follow the steps below:


Now you have an animated penguin! Next, let's reduce the length of the timeline. The animation is about 4 seconds. You also need to chain the timeline to itself, so that the penguins blink and jump in an endless loop.

Follow the steps below:


Now publish your SpriteBuilder project before adding the waiting penguins to the Gameplay scene.

Add Penguins to Gameplay Scene

Drag WaitingPenguin.ccb to the Gameplay.ccb to add three waiting penguins. Make sure that the waiting penguins are children of the content node (otherwise they won't scroll away with the scene):


Now publish and run your game. You should see the three penguins blinking and jumping next to the catapult:


Unsynchronize the animations

The animation looks pretty good - however it seems odd that all penguins perform them at the exactly same moment. This happens because our timeline has Autoplay activated at the moment, which means that the animation starts as soon as the object enters the screen. We are going to change that, by triggering the start of the animation in code, instead of using the Autoplay setting of the timeline.

We need to have at least one Timeline that has Autoplay activated. That means we need to create another empty Timeline before we can turn off Autoplay for the current one.

Create a new empty Timeline, rename the timeline with the animation from Default Timeline to BlinkAndJump and deactivate Autoplay for it:


Also set a custom class called WaitingPenguin, so that we can add code to kick of the animation manually:


Now publish your project and open Xcode!

Add code to run an animation

Create a new class called WaitingPenguin and make it a subclass of CCSprite.

Now we are going to implement the didLoadCCB method where are going to generate a random number, that will determine how long we are going to wait before starting the animation.

Add didLoadFromCCB to the WaitingPenguin class:

   func didLoadFromCCB() {
       // generate a random number between 0.0 and 2.0
       let delay = CCRANDOM_0_1() * 2
       // call method to start animation after random delay
       scheduleOnce("startBlinkAndJump", delay: CCTime(delay))

After that we only need to implement the method to start the animation.

Add startBlinkAndJump to the WaitingPenguin class:

   func startBlinkAndJump() {
       // timelines can be referenced and run by name using the animation manager

Each timeline can be started referencing it by it's name.

Now build and run the project again. The animation should look a lot more natural now:


Well done! You now have mastered sprite animations in SpriteBuilder.


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository.

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