From the help files...
Quote: "
SPRITE
This command will set the position and image number of the specified sprite. Providing you are using a valid image number from a previous call to the GET IMAGE command, and the position of the sprite is in the screen area, you will see your sprite displayed. You can move your sprite by calling the sprite command with new position coordinates. You can animate your sprite by calling this command with different image numbers to create the effect of animation. You are able to have over sixty thousand sprites on the screen at any one time, but it is advisable to restrict yourself to a few hundred sprites for speed critical programs. The parameters should be specified using integer values.
SYNTAX
SPRITE Sprite Number, XPos, YPos, Image Number
"
Quote: "
MOVE SPRITE
This command will move the sprite a specified distance. Used in combination with the ROTATE SPRITE command a very simple top-down player character can be achieved very easily. The velocity must be a real value.
SYNTAX
MOVE SPRITE Sprite Number, Velocity
"
Example....from the help files
rem Sprite Functionality
load image "image.bmp",1 : load image "image.bmp",2
rem Main loop
do
rem Produce random values
SpriteNumber=rnd(22000000)
BackSave=rnd(2)
Transparency=rnd(1)
X=rnd(640)
Y=rnd(480)
ImageNumber=1+rnd(1)
XSize=rnd(64)
YSize=rnd(64)
Scale=rnd(100)
XScale=rnd(100)
YScale=rnd(100)
TargetSpriteNumber=rnd(22000000)
rem Try each command at random
SPRITE SpriteNumber, X, Y, ImageNumber
if rnd(100)=1 then SET SPRITE SpriteNumber, BackSave, Transparency
if rnd(5)=1 then SIZE SPRITE SpriteNumber, XSize, YSize
if rnd(5)=1 then SCALE SPRITE SpriteNumber, Scale
if rnd(5)=1 then STRETCH SPRITE SpriteNumber, XScale, YScale
if rnd(5)=1 then OFFSET SPRITE SpriteNumber, X, Y
if rnd(5)=1 then MIRROR SPRITE SpriteNumber
if rnd(5)=1 then FLIP SPRITE SpriteNumber
if rnd(5)=1 then PASTE SPRITE SpriteNumber, X, Y
if rnd(5)=1 then HIDE SPRITE SpriteNumber
if rnd(5)=1 then SHOW SPRITE SpriteNumber
if rnd(5)=1 then HIDE ALL SPRITES
if rnd(5)=1 then SHOW ALL SPRITES
rem Display data
set cursor 0,0
print "SPRITE EXPRESSION DATA"
print
print "sprite:";SpriteNumber
print "exist:";SPRITE EXIST(SpriteNumber)
print "x:";SPRITE X(SpriteNumber)
print "y:";SPRITE Y(SpriteNumber)
print "offsetx:";SPRITE OFFSET X(SpriteNumber)
print "offsetx:";SPRITE OFFSET Y(SpriteNumber)
print "width:";SPRITE WIDTH(SpriteNumber)
print "height:";SPRITE HEIGHT(SpriteNumber)
print "image:";SPRITE IMAGE(SpriteNumber)
print "scalex:";SPRITE SCALE X(SpriteNumber)
print "scaley:";SPRITE SCALE Y(SpriteNumber)
print "mirrored:";SPRITE MIRRORED(SpriteNumber)
print "flipped:";SPRITE FLIPPED(SpriteNumber)
print "hit:";SPRITE HIT(SpriteNumber, TargetSpriteNumber)
print "collision:";SPRITE COLLISION(SpriteNumber, TargetSpriteNumber)
if rnd(5)=1 then DELETE SPRITE SpriteNumber
loop
Note: The above I didn't say, your just crazy.
Not a ripoff of The Twilight Zone