Flinch (bird, hurt)
The hurt of the game cycles for birds: a quick recoil from a hit, the wings thrown up and the eyes shut, back to standing in 0.4 seconds, for a game to play the instant the bird takes damage.

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What it is for
Flinch (bird, hurt) is the hurt of the nine game cycles, written for the bird set: the same short, 0.4-second reaction as Flinch (hurt), but thrown with the wings rather than two arms, since a bird has nothing else to guard its face with.
The principle it shows: slow in and slow out
The recoil snaps in fast, 0.08 seconds, then eases back to normal over four times as long, 0.32 seconds, exactly the same asymmetry the upright hurt uses. The quick strike and the slow recovery either side of it are what keep a 0.4-second reaction from reading as a single flat twitch.
The program, line by line
settings: h = 540, leg = 0.05
when it starts
show the side view
look surprised
at the same time:
— 1:
glide left leg 12, right leg 12, left foot -12, right foot -12, torso 3, head 16, tail -12, left arm -70, right arm 70, blink 1 over 0.08 s (out)
— 2:
set dx 0, dy 0
for 0.08 s:
dy follows (h*leg*(1 - cos(((0 + 12*sin((min(local/0.08, 1))*pi/2)))*pi/180)))
dx follows (-h*leg*sin(((0 + 12*sin((min(local/0.08, 1))*pi/2)))*pi/180))
set dx (-h*leg*sin((12)*pi/180)), dy (h*leg*(1 - cos((12)*pi/180)))
at the same time:
— 1:
glide left leg 0, right leg 0, left foot 0, right foot 0, torso 0, head 0, tail 0, left arm 0, right arm 0, blink 0 over 0.32 s (smooth)
— 2:
set dx 0, dy 0
for 0.32 s:
dy follows (h*leg*(1 - cos(((12 + -12*smoothstep(min(local/0.32, 1))))*pi/180)))
dx follows (-h*leg*sin(((12 + -12*smoothstep(min(local/0.32, 1))))*pi/180))
set dx (-h*leg*sin((0)*pi/180)), dy (h*leg*(1 - cos((0)*pi/180)))
look normalshow the side view— the move is drawn in profile.look surprised— the face changes to its surprised expression for the whole move.at the same time:— the flinch itself: the legs bend a little, the torso and head snap back, the tail tucks, both wings fling up and out and the eyes shut, over 0.08 seconds, the body's own position kept in step with the bend so the feet do not slide.set dx …, dy …— locks the body to match that flinch.at the same time:— everything eases back to neutral, the eyes open again, over 0.32 seconds, the body kept in step as it goes.set dx 0, dy 0— back to standing exactly on the spot.look normal— the face returns to normal.
Written out in full, exactly as the engine prints them:
h*leg*(1 - cos(((0 + 12*sin((min(local/0.08, 1))*pi/2)))*pi/180))
-h*leg*sin(((0 + 12*sin((min(local/0.08, 1))*pi/2)))*pi/180)
-h*leg*sin((12)*pi/180)
h*leg*(1 - cos((12)*pi/180))
h*leg*(1 - cos(((12 + -12*smoothstep(min(local/0.32, 1))))*pi/180))
-h*leg*sin(((12 + -12*smoothstep(min(local/0.32, 1))))*pi/180)
-h*leg*sin((0)*pi/180)
h*leg*(1 - cos((0)*pi/180))Try this
Take 0.3 seconds to flinch back instead of 0.08. The recoil becomes a slow wince rather than a sudden snap.
In the program:
ramp · over0.08→0.3Throw the head back 30 degrees instead of 16. The bird's whole posture reads as far more startled by the hit.
In the program:
ramp · to.part:head16→30
How it differs from Flinch (hurt) and Cheer (bird, win)
Flinch (hurt) is the same reaction thrown with two arms rather than wings. Cheer (bird, win) is the opposite reaction on the same body, a happy hop rather than a recoil.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, turns, head, arms, legs |
| 4 legs (a dog) | yes | whole body, head, front legs, back legs, tail, ears |
| no legs (the monster with no legs) | yes | whole body, turns, arms, tail |