global dim easing[]
easing.insert(TweenBounce()) //0
easing.insert(TweenEaseIn1()) //1
easing.insert(TweenEaseIn2()) //2
easing.insert(TweenEaseOut1()) //3
easing.insert(TweenEaseOut2()) //4
easing.insert(TweenLinear()) //5
easing.insert(TweenOvershoot()) //6
easing.insert(TweenSmooth1()) //7
easing.insert(TweenSmooth2()) //8
function TweenMovebyOffset( _id as integer, _time as float, _delay as float, _x as float, _y as float, _easing_id as integer )
if GetTweenExists(tween) = 1 then DeleteTween(tween)
tween=CreateTweenSprite(_time)
SetTweenSpriteXByOffset(tween, GetSpriteXByOffset(_id), _x, easing[_easing_id] )
SetTweenSpriteYByOffset(tween, GetSpriteYByOffset(_id), _y, easing[_easing_id] )
PlayTweenSprite(tween, _id, _delay)
endfunction
mySprite = CreateSprite(0)
SetSpriteSize(mySprite, 50, 50)
TweenMovebyOffset(mySprite, 1.5, 0.5, 250.0, 250.0, 6 )
do
UpdateAllTweens(GetFrameTime())
Sync()
loop
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