ZEVS.animation: Functions Types Modinfo Source  

A flexible animation module

By using this module, you can easily animate every value by using pointers. It is frame-independent (If you call UpdateAnimations oftener, the animations will have more steps but not be faster) Animations are performed with pointers. Please note, that it is not possible to check, if a pointer points to a variable reserved for the program.

If you animate local variables, please make SURE (!), that the animations will not be updated, when the variable is unallocated. There are three ways to do this (see UpdateAnimations).

First, you can call CancelAnimation at the end of the function. Secound, you can use Types and save the animation as a Field and call CancelAnimation within Delete-Method. Third, you can use Types and save the Object, which's Field is animated, as Data-Field of the animation-Object.

It is not possible to say, what happens, if the program "updates" invalid pointers. Although the code is GPL, I say again: NO WARRANTY FOR ANYTHING.

I hope, you understood it now.

Functions Summary

AnimateByte animates a byte pointer.
AnimateByteByStep animates a byte pointer.
AnimateDouble animates a double pointer.
AnimateDoubleByStep animates a double pointer.
AnimateFloat animates a float pointer.
AnimateFloatByStep animates a double pointer.
AnimateInt animates an int pointer.
AnimateIntByStep animates an int pointer.
AnimateLong animates a long pointer.
AnimateLongByStep animates a long pointer.
AnimateShort animates a short pointer.
AnimateShortByStep animates a short pointer.
ByteAnimationTrigger Creates a trigger for Byte animations.
CancelAnimation cancels the animation.
ClearAnimations clears all animations.
DoubleAnimationTrigger Creates a trigger for Double animations.
EndAnimation ends the animation.
FloatAnimationTrigger Creates a trigger for Float animations.
IntAnimationTrigger Creates a trigger for Int animations.
LongAnimationTrigger Creates a trigger for Long animations.
PauseAnimation pauses the animation.
ResumeAnimation resumes the animation.
SetAnimationStep sets an animation-step.
SetAnimationTrigger Sets a trigger for animation completition.
SetAnimationVoidTrigger Sets a void trigger for animation completition.
ShortAnimationTrigger Creates a trigger for Short animations.
UpdateAnimations updates all animations.

Types Summary

TAnimation The animation-type.
TAnimationTrigger The Type storing animation triggers.

Functions

Function AnimateByte:TAnimation(value:Byte Ptr, aim:Byte, time%, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a byte pointer.
InformationThe first argument (value) is a byte-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the time (in ms), until the animation reaches the aim.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Byte = 0
AnimatByte Varptr x, 200, 1000
Repeat
  Cls
  UpdateAnimations
  DrawRect x*3%, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateByteByStep:TAnimation(value:Byte Ptr, aim:Byte, stp:Byte, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a byte pointer.
InformationThe first argument (value) is a byte-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the step, how much the value will change in one ms.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer to become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Byte = 0
AnimateByteByStep Varptr x, 200, 1
Repeat
  Cls
  UpdateAnimations
  DrawRect x*3%, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateDouble:TAnimation(value:Double Ptr, aim:Double, time%, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a double pointer.
InformationThe first argument (value) is a double-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the time (in ms), until the animation reaches the aim.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global sx:Double = 1
AnimateDouble Varptr sx, 20, 1000
Repeat
  Cls
  UpdateAnimations
  SetScale sx, 1
  SetHandle TextWidth("wow")/2, TextHeight("wow")/2
  DrawText "wow", 400, 300
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateDoubleByStep:TAnimation(value:Double Ptr, aim:Double, stp:Double, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a double pointer.
InformationThe first argument (value) is a double-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the step, how much the value will change in one ms.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer to become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global sx:Double = 1
AnimateDoubleByStep Varptr sx, 20, .1
Repeat
  Cls
  UpdateAnimations
  SetScale sx, 1
  SetHandle TextWidth("wow")/2, TextHeight("wow")/2
  DrawText "wow", 400, 300
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateFloat:TAnimation(value:Float Ptr, aim:Float, time%, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a float pointer.
InformationThe first argument (value) is a float-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the time (in ms), until the animation reaches the aim.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global sx:Float = 1
AnimateFloat Varptr sx, 20, 1000
Repeat
  Cls
  UpdateAnimations
  SetScale sx, 1
  SetHandle TextWidth("wow")/2, TextHeight("wow")/2
  DrawText "wow", 400, 300
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateFloatByStep:TAnimation(value:Float Ptr, aim:Float, stp:Float, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a double pointer.
InformationThe first argument (value) is a double-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the step, how much the value will change in one ms.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer to become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global sx:Float = 1
AnimateFloatByStep Varptr sx, 20, .1
Repeat
  Cls
  UpdateAnimations
  SetScale sx, 1
  SetHandle TextWidth("wow")/2, TextHeight("wow")/2
  DrawText "wow", 400, 300
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateInt:TAnimation(value:Int Ptr, aim:Int, time%, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates an int pointer.
InformationThe first argument (value) is an int-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the time (in ms), until the animation reaches the aim.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global x% = 0
AnimateInt Varptr x, 700, 1000
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateIntByStep:TAnimation(value:Int Ptr, aim:Int, stp:Int, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates an int pointer.
InformationThe first argument (value) is an int-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the step, how much the value will change in one ms.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer to become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Int = 0
AnimateIntByStep Varptr x, 700, 1
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateLong:TAnimation(value:Long Ptr, aim:Long, time%, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a long pointer.
InformationThe first argument (value) is a long-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the time (in ms), until the animation reaches the aim.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer become invalid.

NOTE: You cannot animate in the whole long-space. That's why animation-steps are performed as doubles, which have not the same space.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Long = 0
AnimateLong Varptr x, 700, 1000
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
Rem
doesn't work:
x = 1234567891011         ' > max. Double
AnimateLong x, 0, 1000    'will do ANYthing
End Rem

Function AnimateLongByStep:TAnimation(value:Long Ptr, aim:Long, stp:Long, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a long pointer.
InformationThe first argument (value) is a long-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the step, how much the value will change in one ms.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer to become invalid.

NOTE: You cannot animate in the whole long-space. That's why animation-steps are performed as doubles, which have not the same space.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Long = 0
AnimateLongByStep Varptr x, 700, 1
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
Rem
doesn't work:
x = 1234567891011            ' > max. Double
AnimateLongByStep x, 0, 100  'will do ANYthing
End Rem

Function AnimateShort:TAnimation(value:Short Ptr, aim:Short, time%, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a short pointer.
InformationThe first argument (value) is a short-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the time (in ms), until the animation reaches the aim.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Short = 0
AnimateShort Varptr x, 700, 1000
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)

Function AnimateShortByStep:TAnimation(value:Short Ptr, aim:Short, stp:Short, data:Object = Null)
ReturnsThe animation-Object.
Descriptionanimates a short pointer.
InformationThe first argument (value) is a short-pointer (See VarPtr).
The secound argument is the animation's aim.
The third argument is the step, how much the value will change in one ms.
The fourth argument is optional. It can be an object, associated with the animation to avoid the value be unset and the pointer to become invalid.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Short = 0
AnimateShortByStep Varptr x, 700, 1
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)

Function ByteAnimationTrigger:TAnimationTrigger(trigger(value:Byte Ptr))
ReturnsThe created trigger.
DescriptionCreates a trigger for Byte animations.
InformationCombine this Function with SetAnimationTrigger. The Function will be called with the animated pointer. Use SetAnimationVoidTrigger, If you want no arguments.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Byte, animation:TAnimation
goToEnd Varptr x
Repeat
  UpdateAnimations
  Cls
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd(pointer:Byte Ptr)
  animation = AnimateByte(pointer, 700, 1000)
  SetAnimationTrigger animation, ByteAnimationTrigger(goToStart)
End Function

Function goToStart(pointer:Byte Ptr)
  animation = AnimateByte(pointer, 0, 1000)
  SetAnimationTrigger animation, ByteAnimationTrigger(goToEnd)
End Function

Function CancelAnimation(animation:TAnimation)
Returnsvoid.
Descriptioncancels the animation.
InformationRemoves the animation from the update-list. The value will NOT be changed.
Example
Import ZEVS.animation
Graphics 800, 600
Global x% = 0
Local animation:TAnimation = AnimateInt(Varptr x, 700, 10000)
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  DrawText "Press [Space] to stop", 0, 210
  If KeyHit(KEY_SPACE) Then CancelAnimation animation
  Flip
Until KeyHit(KEY_ESCAPE)

Function ClearAnimations()
Returnsvoid.
Descriptionclears all animations.
InformationUse this to remove all animations from the update-list.
Example
Import ZEVS.animation
Graphics 800, 600
Global x% = 0
AnimateInt Varptr x, 700, 10000
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  DrawText "Press [Space] to stop", 0, 210
  If KeyHit(KEY_SPACE) Then ClearAnimations
  Flip
Until KeyHit(KEY_ESCAPE)

Function DoubleAnimationTrigger:TAnimationTrigger(trigger(value:Double Ptr))
ReturnsThe created trigger.
DescriptionCreates a trigger for Double animations.
InformationCombine this Function with SetAnimationTrigger. The Function will be called with the animated pointer. Use SetAnimationVoidTrigger, If you want no arguments.
Example
Import ZEVS.animation
Graphics 800, 600
Global sx:Double, animation:TAnimation
goToEnd Varptr sx
Repeat
  UpdateAnimations
  Cls
  SetScale sx, 1
  SetHandle TextWidth("wow")/2, TextHeight("wow")/2
  DrawText "wow", 400, 300
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd(pointer:Double Ptr)
  animation = AnimateDouble(pointer, 20, 1000)
  SetAnimationTrigger animation, DoubleAnimationTrigger(goToStart)
End Function

Function goToStart(pointer:Double Ptr)
  animation = AnimateDouble(pointer, 1, 1000)
  SetAnimationTrigger animation, DoubleAnimationTrigger(goToEnd)
End Function

Function EndAnimation(animation:TAnimation)
Returnsvoid.
Descriptionends the animation.
InformationSets the value to the aim and removes the animation from the update-list.
Example
Import ZEVS.animation
Graphics 800, 600
Global x% = 0
Local animation:TAnimation = AnimateInt(Varptr x, 700, 10000)
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  DrawText "Press [Space] to end", 0, 210
  If KeyHit(KEY_SPACE) Then EndAnimation animation
  Flip
Until KeyHit(KEY_ESCAPE)

Function FloatAnimationTrigger:TAnimationTrigger(trigger(value:Float Ptr))
ReturnsThe created trigger.
DescriptionCreates a trigger for Float animations.
InformationCombine this Function with SetAnimationTrigger. The Function will be called with the animated pointer. Use SetAnimationVoidTrigger, If you want no arguments.
Example
Import ZEVS.animation
Graphics 800, 600
Global sx:Float, animation:TAnimation
goToEnd Varptr sx
Repeat
  UpdateAnimations
  Cls
  SetScale sx, 1
  SetHandle TextWidth("wow")/2, TextHeight("wow")/2
  DrawText "wow", 400, 300
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd(pointer:Float Ptr)
  animation = AnimateFloat(pointer, 20, 1000)
  SetAnimationTrigger animation, FloatAnimationTrigger(goToStart)
End Function

Function goToStart(pointer:Float Ptr)
  animation = AnimateFloat(pointer, 1, 1000)
  SetAnimationTrigger animation, FloatAnimationTrigger(goToEnd)
End Function

Function IntAnimationTrigger:TAnimationTrigger(trigger(value:Int Ptr))
ReturnsThe created trigger.
DescriptionCreates a trigger for Int animations.
InformationCombine this function with SetAnimationTrigger. The function will be called with the animated pointer. Use SetAnimationVoidTrigger, if you want no arguments.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Int, animation:TAnimation
goToEnd Varptr x
Repeat
  UpdateAnimations
  Cls
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd(pointer:Int Ptr)
  animation = AnimateInt(pointer, 700, 1000)
  SetAnimationTrigger animation, IntAnimationTrigger(goToStart)
End Function

Function goToStart(pointer:Int Ptr)
  animation = AnimateInt(pointer, 0, 1000)
  SetAnimationTrigger animation, IntAnimationTrigger(goToEnd)
End Function

Function LongAnimationTrigger:TAnimationTrigger(trigger(value:Long Ptr))
ReturnsThe created trigger.
DescriptionCreates a trigger for Long animations.
InformationCombine this function with SetAnimationTrigger. The function will be called with the animated pointer. Use SetAnimationVoidTrigger, if you want no arguments.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Long, animation:TAnimation
goToEnd Varptr x
Repeat
  UpdateAnimations
  Cls
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd(pointer:Long Ptr)
  animation = AnimateLong(pointer, 700, 1000)
  SetAnimationTrigger animation, LongAnimationTrigger(goToStart)
End Function

Function goToStart(pointer:Long Ptr)
  animation = AnimateLong(pointer, 0, 1000)
  SetAnimationTrigger animation, LongAnimationTrigger(goToEnd)
End Function

Function PauseAnimation(animation:TAnimation)
Returnsvoid.
Descriptionpauses the animation.
InformationRemoves the animation from the update-list.
Example
Import ZEVS.animation
Graphics 800, 600
Global x% = 0
Local animation:TAnimation = AnimateInt(Varptr x, 700, 10000)
Local pause% = False
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  If pause Then
    DrawText "Press [P] to resume", 0, 210
    If KeyHit(KEY_P) Then
      ResumeAnimation animation
      pause = False
    EndIf
  Else
    DrawText "Press [P] to pause", 0, 210
    If KeyHit(KEY_P) Then
      PauseAnimation animation
      pause = True
    EndIf
  EndIf
  Flip
Until KeyHit(KEY_ESCAPE)

Function ResumeAnimation(animation:TAnimation)
Returnsvoid.
Descriptionresumes the animation.
InformationRe-adds the animation to the update-list.
Example
Import ZEVS.animation
Graphics 800, 600
Global x% = 0
Local animation:TAnimation = AnimateInt(Varptr x, 700, 10000)
Local pause% = False
Repeat
  Cls
  UpdateAnimations
  DrawRect x, 0, 100, 100
  If pause Then
    DrawText "Press [P] to resume", 0, 210
    If KeyHit(KEY_P) Then
      ResumeAnimation animation
      pause = False
    EndIf
  Else
    DrawText "Press [P] to pause", 0, 210
    If KeyHit(KEY_P) Then
      PauseAnimation animation
      pause = True
    EndIf
  EndIf
  Flip
Until KeyHit(KEY_ESCAPE)

Function SetAnimationStep(animation:TAnimation, stp!)
Returnsvoid.
Descriptionsets an animation-step.
InformationSets the value to the step associated with stp (Double between 1 and 0). 0 means, the value will be set to the start and 1 means, the value will be set to the end. It doesn't affect any updates - the next update will overwrite the step. To avoid updates, use PauseAnimation.
Example
Import ZEVS.animation
Graphics 800, 600
Global x% = 0
Local animation:TAnimation = AnimateInt(Varptr x, 700, 1000)
Repeat
  Cls
  UpdateAnimations
  SetAnimationStep animation, .5      'undo every update
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)

Function SetAnimationTrigger(animation:TAnimation, trigger:TAnimationTrigger)
Returnsvoid.
DescriptionSets a trigger for animation completition.
InformationSets a trigger, which will be called when the animation finishes.
It will delete any trigger set before.
If your function has no arguments, use SetAnimationVoidTrigger.
The function will be called with the variable-pointer.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Int, animation:TAnimation
goToEnd Varptr x
Repeat
  UpdateAnimations
  Cls
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd(pointer:Int Ptr)
  animation = AnimateInt(pointer, 700, 1000)
  SetAnimationTrigger animation, IntAnimationTrigger(goToStart)
End Function

Function goToStart(pointer:Int Ptr)
  animation = AnimateInt(pointer, 0, 1000)
  SetAnimationTrigger animation, IntAnimationTrigger(goToEnd)
End Function

Function SetAnimationVoidTrigger(animation:TAnimation, trigger())
Returnsvoid.
DescriptionSets a void trigger for animation completition.
InformationSame to SetAnimationTrigger, but here is a function-pointer directly given. Use this, if your function expects no arguments.
Example
Import ZEVS.animation
Graphics 800, 600
Global x%, animation:TAnimation
goToEnd
Repeat
  UpdateAnimations
  Cls
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd()
  animation = AnimateInt(Varptr x, 700, 1000)
  SetAnimationVoidTrigger animation, goToStart
End Function

Function goToStart()
  animation = AnimateInt(Varptr x, 0, 1000)
  SetAnimationVoidTrigger animation, goToEnd
End Function

Function ShortAnimationTrigger:TAnimationTrigger(trigger(value:Short Ptr))
ReturnsThe created trigger.
DescriptionCreates a trigger for Short animations.
InformationCombine this Function with SetAnimationTrigger. The Function will be called with the animated pointer. Use SetAnimationVoidTrigger, If you want no arguments.
Example
Import ZEVS.animation
Graphics 800, 600
Global x:Short, animation:TAnimation
goToEnd Varptr x
Repeat
  UpdateAnimations
  Cls
  DrawRect x, 0, 100, 100
  Flip
Until KeyHit(KEY_ESCAPE)
End
Function goToEnd(pointer:Short Ptr)
  animation = AnimateShort(pointer, 700, 1000)
  SetAnimationTrigger animation, ShortAnimationTrigger(goToStart)
End Function

Function goToStart(pointer:Short Ptr)
  animation = AnimateShort(pointer, 0, 1000)
  SetAnimationTrigger animation, ShortAnimationTrigger(goToEnd)
End Function

Function UpdateAnimations()
Returnsvoid.
Descriptionupdates all animations.
InformationUpdates all the animations of the update-list.
Example
Import ZEVS.animation
Function test1()
  Local x%
  Local animation:TAnimation = AnimateInt(Varptr x, 1000, 10000)


  CancelAnimation animation
End Function
Type myType
  Field x%, animation:TAnimation
  Method Delete()
    If Self.animation Then CancelAnimation Self.animation
  End Method
End Type
Function test2()
  Local x:myType = New myType
  Local animation:TAnimation = AnimateInt(Varptr x.x, 1000, 10000)
  x.animation = animation
End Function

Function test3()
  Local x:myType = New myType
  Local animation:TAnimation = AnimateInt(Varptr x.x, 1000, 10000, x)   'or animation.data = x
End Function

Function test4()
  Local x%
  Local animation:TAnimation = AnimateInt(Varptr x, 1000, 10000)
End Function

Print "test1:"
test1
UpdateAnimations
Print "OK"

Print "test2:"
test2
UpdateAnimations
Print "OK"

Print "test3:"
test3
UpdateAnimations
Print "OK"

Input "Press [Return] if you really want to start test4 (shows what happens if an animation-pointer"+..
      " becomes invalid)"
Print "test4:"
test4
UpdateAnimations      'Will "update" an unreserved part of RAM
Print "END (see yourself, what happens - I hope nothing for you)"

Types

Type TAnimation
DescriptionThe animation-type.

Type TAnimationTrigger
DescriptionThe Type storing animation triggers.

Module Information

AuthorFelix Schremmer alias ZEVS@www.blitzforum.de
CopyrightFelix Schremmer 2011
LiscenseGeneral Public Liscense (http://www.gnu.org/copyleft/gpl.html)
Version1.0b
ElseIf you use this module, it would be nice to write it in your credits