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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