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pxt-common-packages

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# create Create a new sprite with a pixel image. ```sig sprites.create(null) ``` Sprites provide all the operations to move and animate images. Your sprites can detect collisions and overlaps with other objects. Initially, sprites have a position in the middle of screen and have no motion. You set the location and movement of a sprite in your code. Sprites are associated with a **kind** so that they can be identifed as part of group or type, such as ``Player`` and ``Enemy``. ## Parameters * **img**: an [image](/types/image) to create a sprite for. * **kind**: the type of sprite to create. There are default sprite kinds already defined like ``Player``, ``Enemy``, ``Food``, etc. You can add your own kind to the currently defined `SpriteKind` (namespace) types also. ## Returns * a game [sprite](/types/sprite) containing an image. ## Examples #example ### Smiley face #ex1 Make a sprite for a smiley face image and display it on the screen. ```blocks let smiley: Sprite = null smiley = sprites.create(img` . . . . . 1 1 1 1 1 1 1 . . . . . . . 1 1 e e e e e e e 1 . . . . . 1 e e e e e e e e e e 1 . . . 1 e e e e e e e e e e e e 1 . 1 e e e e 1 1 e e e 1 1 e e e 1 1 e e e e 1 1 e e e 1 1 e e e 1 1 e e e e e e e e e e e e e e 1 1 e e e e e e e e e e e e e e 1 1 e e e e e e e 1 e e e e e e 1 1 e e e e e e e e e e e e e e 1 1 e e e e 1 e e e e e 1 e e e 1 1 e e e e e 1 1 1 1 1 e e e e 1 . 1 e e e e e e e e e e e e 1 . . . 1 e e e e e e e e e e 1 . . . . . 1 1 e e e e e e e 1 . . . . . . . . 1 1 1 1 1 1 1 . . . . `, SpriteKind.Player) ``` ### Drive the car #ex2 Set the scene background color and make a sprite with a car image. Set the car in motion toward the right of the screen. ```blocks let theCar: Sprite = null scene.setBackgroundColor(3) theCar = sprites.create(img` . . . . . f f f f f f f f f f f f f f f f . . . . . . . . . . . . . . . f d d d d d d d d d d d d d d d d f . . . . . . . . . . . . . f d d d d f f f f f f d d f f f f f f f . . . . . . . . . . . . f d d d d f . . . . f d d f . . . . . f f . . . . . . . . . . . f d d d d f . . . . f d d f . . . . . . f . . . . . . . . . . f d d d d d f f . . . f d d f . . . f f f d f f f f f . . . . f d d d d d d d f f f f f d d f f f f d d d d d d d d f . . . . f d d d f f f d d d d d d d d d d d d d d f f f d d d f . . . . f d d f f f f f d d d d d d d d d d d d f f f f f d d f . . . . f f . f f f f f . f f f f f f f f f f . f f f f f . f f . . . . . . . f f f f f . . . . . . . . . . . . f f f f f . . . . . . . . . . . f f f . . . . . . . . . . . . . . f f f . . . . . . . `, SpriteKind.Player) theCar.vx = 20 game.onUpdate(function () { if (theCar.x > scene.screenWidth() + 16) { theCar.x = -16 } }) ``` ## #seealso [create projectile](/reference/sprites/create-projectile)