Chapter 8: Build Animated Games


The following images are for use in the chapter 8 tutorials for “Thunkable Mash” and “Asteroids”, from the book Drag and Drop Code with Thunkable

Build a game where a diver saves fish from plastic bottles: “Save the Fish” game tutorial.


1.The speed property is not measured in miles per hour (MPH). How is it represented?

2.What does it mean for a sprite’s angle property to be set to 270? Which direction will it move?

3. Why would you typically not set a Sprite’s x and y property to 0? What do the x and y properties represent?

4. Sprites can be created dynamically. Explain what this means.


1. Add sound effects to the “ThunkMash” app and code it so the player wins when 10 points are scored.

2. Add a second SpriteType to the “ThunkMash” app, with a different image, and code it so the player loses a point if the sprite of that type is touched.

3. Modify “Asteroids” so that the asteroids appear from anywhere on the screen, not just the top, and so that they move in a randomly chosen direction, not just down.

4. Add an Accelerometer to “Asteroids” and code it so the player moves the Thunkable character by tilting the phone/tablet. You’ll find the Accelerometer in the “Sensors” folder of the Blocks Editor.


1. Create an app that helps the user record accomplishments toward some goal and use the creation or transformation of sprites to show progress towards that goal, e.g., an app in which the user records each time he or she walks to school/work instead of driving, with a tree that grows each time that occurs.

2. Build one of your favorite video games, or make a game up and build that! Share your creative apps with your authors and other Drag and Drop coders:

  • Use #DragAndDropCode and #MadeWithThunkable on your social media platforms.