on movesprite me, nSprite0,nSprite1,nFrameTotal, bFade

  if voidP(nFrameTotal) then
    nFrameTotal=10
  end if

  if voidP(bFade) then
    bFade=FALSE
  end if

  -- check if sprite1 is  #sprite or #point
  if ilk(nSprite1) = #point then
    nX= sprite(nSprite0).loch - nSprite1.loch
    nY= sprite(nSprite0).locv - nSprite1.locv
  else
    nX= sprite(nSprite0).loch - sprite(nSprite1).loch
    nY= sprite(nSprite0).locv - sprite(nSprite1).locv
  end if

  if nX < 0 then
    bXPlus = True
  else
    bXPlus = False
  end if

  if nY < 0 then
    bYPlus = True
  else
    bYPlus = False
  end if

  x = abs(nX)/nFrameTotal
  y = abs(nY )/nFrameTotal

  repeat with i=1 to nFrameTotal

    if bXPlus then
      sprite(nSprite0).loch = sprite(nSprite0).loch + x
    else
      sprite(nSprite0).loch = sprite(nSprite0).loch - x
    end if

    if bYPlus then
      sprite(nSprite0).locv = sprite(nSprite0).locv + y
    else
      sprite(nSprite0).locv = sprite(nSprite0).locv - y
    end if

    -- You Can this for your Animation
    sprite(nSprite0).rotation = �
           integer(sprite(nSprite0).rotation + (2*nFrameTotal) ) mod 360

    starttimer
    repeat while the timer < 1
    end repeat

    if bFade then
      sprite(nSprite0).blend = 100 - (i*10)
    end if

    updatestage
  end repeat

  -- Adjust start sprite with destination sprite
  if ilk(nSprite1) = #point then
    sprite(nSprite0).loch = nSprite1.loch
    sprite(nSprite0).locv = nSprite1.locv
  else
    sprite(nSprite0).loch = sprite(nSprite1).loch
    sprite(nSprite0).locv = sprite(nSprite1).locv
  end if

  sprite(nSprite0).rotation = 0

  updatestage

end



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