*tit Sprite object
*des The Sprite object allows you to access the properties of your animations. Sprite objects can be queried using the <b>GetSpriteObject</b> methods of various objects and their equivalents.


*grp Actions

*met GetFrame(Index)
*des Returns one animation frame.
*par Index A zero-based index of the frame to be returned.
*ret If the method succeeds it returns a frame object.


*met AddFrame(Filename)
*des Adds a new frame to the animation.
*par Filename An image file to be used for this frame.
*ret Returns the newly created frame.

*met InsertFrame(Index, Filename)
*des Inserts a new frame to the animation.
*par Index The position where the new frame should be inserted.
*par Filename An image file to be used for this frame.
*ret Returns the newly created frame.


*met DeleteFrame(Index)
*mt2 DeleteFrame(Frame)
*des Removes specified animation frame.
*par Index A zero-based index of a frame to be removed.
*par Frame The frame object to be removed.


*met Reset()
*des Resets the animation.

*met Pause()
*des Pauses the animation.

*met Play()
*des Resumes a paused animation.




*inc inc_object_script.inc


*grp 

*atr Type
*des Returns always "sprite"
*ro

*atr Name
*des The internal name of the sprite.


*atr Filename
*ro
*des Returns the filename.


*atr NumFrames
*ro
*des Returns the actual number of animation frames.


*atr CurrentFrame
*des Specifies the index of the currently playing animation frame.


*atr PixelPerfect
*des Specifies if this sprite uses pixel-perfect mouse-over detection.


*atr Looping
*des Specifies if this is a looping animation.


*atr Owner
*ro
*des Returns an object which owns this animation.


*atr Finished
*ro
*des Returns <b>true</b> if the animation already finished playing.


*atr Paused
*ro
*des Returns <b>true</b> if the animation is paused.


*evn FrameChanged
*des The sprite just switched to the next frame.
