Sprite.AnimatePart of Sprite module

Syntax   Sprite.Animate (spriteID, picID, x, y : int,
    centered : boolean)

Description   Moves the sprite specified by spriteID to the location specified by (x, y). If centered is true, then the sprite is centered on (x, y). Otherwise (x, y) specifies the lower-left corner of the sprite. At the same time, it changes the picture associated with the sprite.

A simple example of the Sprite.Animate procedure would be of a man walking. The picture associated with the sprite would constantly change as the figure was walking. At the same time, the location of the figure would also change.

Example   Here is a program that loads a series of images from an animated GIF file called "mypic.gif". It works by loading the images from the GIF file into an array (see Pic.FileNewFrames for more information) and then displays the images sequentially on the screen, moving the image eight pixels each time.

        var numFrames := Pic.Frames ("mypic.gif")
        % Load the picture
        var delayTime : int
        var pics : array 1 .. numFrames of int
	Pic.FileNewFrames ("mypic.gif", pics, delayTime)

        var sprite: int
        sprite:= Sprite.New (pics (1))
        Sprite.SetPosition (sprite, 0, 100, false)
        Sprite.Show (sprite)
        for x : 8 .. maxx by 8
            Sprite.Animate (sprite, pics ((x div 8) mod numFrames + 1), x, 100, false)
    	    delay (40)    % Stop sprite from moving too quickly
        end for
        Sprite.Free (sprite)

Execute  

Status   Exported qualified.

This means that you can only call the function by calling Sprite.Animate, not by calling Animate.

See also   Sprite.New, Sprite.SetPosition and Sprite.ChangePic.