Sprite Control

The Sprite control lets you create and control image source-based flipbook-style animation for a Web page, and allows you to have frame-by-frame control over your animation. You can set markers to trigger events at desired points in sprite playback, or create individual Mouse events for each frame of the animation.

Property Syntax


PARAM Tag Syntax

<OBJECT ID=object 
CLASSID="clsid: FD179533-D86E-11d0-89D6-00A0C90833E6 ">
[<PARAM NAME="Property | Method" VALUE="Value">]
</OBJECT>

Script Syntax

object.Property | Method [= Value]

Parameters
object String identifying the object.
Property | Method One of the Sprite Properties or Methods in the list below.
PropertyValue Valid value for that property or method.

Some properties and methods are scriptable only. Please see the desired topic for syntax details.
Property Description
AutoStart Determines whether or not the sprite starts playback upon loading.
ColorKey Sets the transparency color for a source image.
FinalFrame Sets sprite to display designated frame when playback is stopped.
Frame Returns the sprite image frame currently displayed.
FrameMap Sets or returns the order in which sprite frames play back and the length of time each frame is displayed.
Image Sets or returns a DirectAnimation image from the sprite control (script only).
InitialFrame Sets or returns the frame number that the sprite displays when it becomes visible.
Library Returns the DirectAnimation Library reference (script only).
MaximumRate Sets or returns the maximum rendering speed of the sprite (number of times the control will render per second).
MouseEventsEnabled Sets or returns whether or not the sprite responds to mouse events.
NumFrames Sets or returns the number of frames in the Sprite source.
NumFramesAcross Sets or returns the width (in frames) of the Sprite Source.
NumFramesDown Sets or returns the length (in frames) of the Sprite source.
PlayRate Sets or returns the playback speed of the sprite. Can be used to speed up or slow down sprite playback or even play sprite backwards.
PlayState Returns the playback state of the sprite, whether stopped, playing or paused.
Repeat Sets or returns the number of times the sprite is to loop during playback
SourceURL Sets or returns the URL that points to the sprite source image.
Time Returns the elapsed playback time for the sprite, including looping.
TimerInterval The length of time between frames, (in milliseconds) for the sprite's rendering.
UseColorKey Sets or returns whether or not to use the sprite's transparency information.
Method Description
AddFrameMarker Sets a marker to fire an event when playback reaches the designated frame.
AddTimeMarker Sets a marker to fire an event when playback reaches the designated time.
FrameSeek Sets the sprite playback to a specific frame.
Pause Stops playback at current frame and maintains current frame position.
Play Begins playback from the current frame.
Seek Sets the sprite playback to a specific elapsed time.
Stop Ends playback at the current frame.
Event Description
onclick Occurs when the user clicks the sprite once.
ondblclick Occurs when the user double-clicks the sprite.
onframeseek Occurs after the FrameSeek method has been called.
onmarker Occurs when a time marker has been reached either during sprite playback or when stopped.
onmedialoaded Occurs when a piece of sprite media is completely downloaded.
onmousedown Occurs when the user presses the mouse button down while the mouse pointer is over a sprite.
onmousemove Occurs when the user moves the mouse pointer across the non-transparent area of the sprite.
onmouseout Occurs when the cursor leaves the non-transparent area of the sprite.
onmouseover Occurs when the cursor enters a non-transparent area of the sprite.
onmouseup Occurs when the user releases the mouse button while the mouse pointer is over a sprite.
onpause Occurs when sprite playback is paused.
onplay Occurs when the sprite begins playback.
onplaymarker Occurs when a time marker is reached during sprite playback.
onseek Occurs after the Seek method is called.
onstop Occurs when the sprite stops playback.

A Sprite control renders its visual display based on a source file that contains a series of frames. Each frame contains one of the images used to create the animation. This image can be a separate image file or part of a file that provides images for multiple frames in a sequential strip. The file providing the images for a sprite are known as the sprite source.

The images used for a Sprite control can be in different formats. For example, you can use images in .png, .gif, .jpg, and .wmf. You can't mix image formats within the same sprite source, but you can change the sprite source image dynamically.

A Sprite control can use a frame map to define a specific order in which to display frames. The frame map also defines how long each frame is displayed. If the sprite does not include a frame map, frames are displayed in their order of appearance within the image source file, and each frame appears for the same length of time, as specified by the TimerInterval property.

A Sprite control will not begin its animation sequence until all of its media is downloaded.


AutoStart Property

Description

Determines whether or not the sprite starts playback immediately after loading.

Syntax

PARAM Tag Syntax 

<PARAM NAME="AutoStart" VALUE="fStart">

Syntax

Script Syntax
object.AutoStart [=fStart]

ParameterDescription
object String identifying the Sprite object.
fStart Starts playback as soon as the sprite is loaded if TRUE (-1 or nonzero), or if FALSE (0) simply loads and does not play until explicitly started with a Play method. The default value is False. Read-write at runtime; write access is available at run time only when the sprite is stopped.


ColorKey Property

Description

Sets the transparency color to be used with this specific sprite. Read-write at runtime; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="ColorKey " VALUE=  "r, g, b "> 

Syntax

Script Syntax

object.ColorKey =  lib.IDAColor

ParameterDescription
r Sets the red value (0-255).
g Sets the green value (0-255).
b Sets the blue value (0-255).
object The name of the sprite.
IDAColor An IDAColor constructor. For more information, see the DirectAnimation documentation.


FinalFrame Property

Description

Sets the sprite to display the designated frame when playback is stopped. Read-write at runtime, write accessible only when sprite is stopped.

Syntax

PARAM Tag Syntax
<PARAM Name="FinalFrame" Value="fframeflag">

Script Syntax
object.FinalFrame [=fframeflag]

ParameterDescription
object The name of the sprite.
fframeflag An integer expression identifying the desired frame to be displayed when sprite playback stops. Values can be -1 (display current frame), 0 (return to InitialFrame), or any valid frame number, from 1 to n where n represents the last frame in the sprite source. The default value is 0, return to InitialFrame.


Frame Property

Description

The sprite image frame currently displayed on the page. Read-only at runtime.

Syntax

Script Syntax

nFrame = object.Frame

ParameterDescription
nFrame An integer expression identifying the current frame, from 0 to n where n represents the last frame in the sprite source. The default value is 1.

Remarks

If the sprite has a frame map, the value of the Frame property is a one-based index into the frame map. For example, if the frame map defines 10 frames, the Frame property value is 10 when the last frame in the frame map appears on the page.

VBScript note: To use the value returned by the Frame property, you will have to use the cInt function to convert the value from an unsigned integer into a Variant that VBScript will accept. An example would be FrameNum = cInt(sprite.Frame).

The following example sets the indicator for a form to the value of the current frame for the sprite named SpriteHorse:


document.MyForm.txtFrame.value = SpriteHorse.Frame


FrameMap Property

Description

The order in which sprite frames play back and the length of time each frame is displayed. Read/write at run time; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="FrameMap" VALUE="nImage1, t1 [; nImage2, t2 ...] ">

Syntax

Script Syntax

object.FrameMap="nImage1, t1 [; nImage2, t2 ...] "

ParameterDescription
nImage1, nImage2,... Integer expression denoting the image to draw from the frame source over the duration. The first frame in the sprite is numbered 1. The default value is the order in the source file.
t1, t2, ... Expression giving the frame's duration (seconds.milliseconds, 0.000). The default value is the TimerInterval duration.

Remarks

Sprites that use frame maps can display source images in an order other than the images' consecutive order of appearance within the source file. They can also display each frame in the sprite for a different length of time.

If the sprite has not been authored with a FrameMap property setting, frames appear in their order of appearance within the frame source file. The frames are in order from left to right, from top to bottom, within the file. Each frame appears for the number of seconds.milliseconds given by the TimerInterval property.

Example

The following examples creates a frame map with six frames.


<PARAM NAME="FrameMap"
VALUE="6,0.100;5,0.200;4,0.300;3,0.400;2,0.100;1,0.100">


object.FrameMap="6,0.100;5,0.200;4,0.300;3,0.400;2,0.100;1,0.100"


Image Property

Description

Sets or returns an IDAImage from the sprite control. For more information, see the DirectAnimation documentation.

Syntax

Script Syntax

object.Image = IDAImage

ParameterDescription
object The name of the sprite control
IDAImage The IDAImage.


InitialFrame Property

Description

The frame the sprite displays when it becomes visible. Read/write at run time; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="InitialFrame" VALUE="nFrame">

Syntax

Script Syntax

object.InitialFrame [= nFrame] 

ParameterDescription
nFrame An integer expression specifying the frame that the sprite should seek to before starting playback. The value of the Frame property is a one-based index into the frame map. For example, if the frame map defines 10 frames, the Frame property value is 10 when the last frame in the frame map appears on the page. If InitialFrame property is set to 0, the sprite will load the media but will display a blank frame until the Play method is invoked. If the InitialFrame property is set to -1 (or any number less than zero), the sprite will not load the media and will display a blank frame until the Play method is invoked, at which point it will begin media download and start playback once media has been completely downloaded. The default value is 1.

Remarks

NOTE: This property is scriptable, but if it is set from a script, only the InitialFrame value of the sprite as it is set in the HTML-persistence is changed. The current frame of the sprite is not changed.

Example

The following example sets an initial frame indicator on the page to the value of the InitialFrame property for the sprite named SpriteHorse:


document.MyForm.txtInitialFrame.value = SpriteHorse.InitialFrame


Library Property

Description

Returns the reference to the DirectAnimation Library functions. For more information, see the DirectAnimation documentation.

Syntax

Script Syntax

IDALibrary=object.Library

ParameterDescription
IDALibrary The DirectAnimation Library pointer.
object String identifying the Sprite object.


MaximumRate Property

Description

Sets or returns the maximum rendering speed of the sprite (number of times the control will render per second). Read-write at runtime; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="MaximumRate" VALUE="fps" 

Syntax

Script Syntax

object.MaximumRate  [= fps] 

ParameterDescription
fps the number of frames per second. Default is 30.


NumFrames Property

Description

The number of frames in the Sprite source. Read/write at run time; write access is available only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="NumFrames" VALUE="nframes">

Syntax

Script Syntax
object.NumFrames [ = nframes]

ParameterDescription
object Name of sprite object
nframes Integer giving the total number of frames in the image for this frame source.

Remarks

If the sprite includes a frame map, the NumFrames property gives the number of frames defined in the map. If you change theNumFrames, NumFramesAcross, or NumFramesDown properties, the sprite does not refresh until you set the SourceURL property again.


NumFramesAcross Property

Description

The width (in frames) of the Sprite Frame Source image. Read/write at run time; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="NumFramesAcross" VALUE="nAcross">

Syntax

Script Syntax
object.NumFramesAcross [= nAcross]

ParameterDescription
object Name of sprite.
nAcross Integer giving the number of frames across in the sprite source image.

Remarks

If you change the NumFrames, NumFramesAcross, or NumFramesDown properties, the sprite does not refresh until you set the SourceURL property again.


NumFramesDown Property

Description

The length (in frames) of the Sprite Frame Source. Read/write at run time; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="NumFramesDown" VALUE="nDown">

Syntax

Script Syntax

object.NumFramesDown [= nDown]

ParameterDescription
object Name of sprite.
nDown Integer giving the number of frames down in the sprite source image.

Remarks

If you change the NumFrames, NumFramesAcross, or NumFramesDown properties, the sprite does not refresh until you set the SourceURL property again.


PlayRate Property

Description

Sets or returns the playback speed of the sprite. Can be used to speed up or slow down sprite playback or even play sprite backwards. Read-write at runtime; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="PlayRate" VALUE="rSpeed">

Syntax

Script Syntax
object.PlayRate = rSpeed

ParameterDescription
rSpeed A real expression giving the number used to multiply the duration for each frame. The default value is 1.0. Possible values are:
Argument Description
Positive (> 0.0) Sprite plays forward.
0.0 Disables the PlayRate property.
Negative (< 0.0) Sprite plays backwards.

Remarks

If the sprite does not have a frame map, the timer interval is divided by the value of PlayRate to determine the duration for all frames. PlayRate values greater than 1.0 speed up playback; values smaller than 1.0 slow down playback.

Example

The following example sets the play rate for the sprite named SpriteHorse to the value the user enters on the page:


SUB PlayRate_onclick
SpriteHorse.PlayRate = document.MyForm.txtPlayRate.value


PlayState Property

Description

Returns the playback state of the sprite, whether stopped, playing or paused.

Syntax

Script Syntax

state = object.PlayState 

ParameterDescription
state Integer value. 0 if the control is stopped, 1 if the control is being played, 2 if the media is paused.


Repeat Property

Description

Sets or returns the number of times the sprite is to loop during playback. Read-write at runtime; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="Repeat" VALUE="nRepeat" >  

Syntax

Script Syntax

 object.Repeat = nRepeat

ParameterDescription
object The name of the sprite.
nRepeat An integer expression giving the number of times the sprite repeats playback. The default is 1 . To loop infinitely, use -1. The value 0 disables the Repeat property. Negative values are treated as unsigned.


SourceURL Property

Description

Sets or returns the URL that points to the sprite source image. Read-write at runtime; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="SourceURL" VALUE= "URL"> 

Syntax

Script Syntax

 object.SourceURL =  URL  

ParameterDescription
object The name of the sprite.
URL String pointing to the image file.


Time Property

Description

Returns the elapsed playback time (in milliseconds) for the sprite. Playback repetitions are included in the time calculations. Read only at run time.

Syntax

Script Syntax

object.Time = eTime

ParameterDescription
object The name of the sprite.
eTime Number of milliseconds into the animation. The default value is 0.

Remarks

The OnSeek event is fired upon completion of the Time change.


TimerInterval Property

Description

The length of time, in seconds.milliseconds, between the sprite's frame updates. Read/write at run time; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="TimerInterval" VALUE="nInterval">

Syntax

Script Syntax

object.TimerInterval [=nInterval]

ParameterDescription
object The name of the sprite.
nInterval An expression defining the number of seconds.milliseconds between sprite frame updates. The default interval is 0.100 seconds (0.100) or 10 frames per second.

Remarks

This value specifies the minimum length of time between sprite frame updates. For example, if the timer interval is set to 0.100 seconds and an image is scheduled to display at 0.150 seconds, the image will not be displayed until 0.200 seconds because the timer interval resolution is set to 0.100 milliseconds. If the image is scheduled to appear for 0.050 seconds or less (because of a frame map) it might not even appear.

Example

The following example sets the value of the timer interval indicator on the page to the value of the TimerInterval property for the sprite named SpriteHorse:


document.MyForm.txtTimerInterval.value = SpriteHorse.TimerInterval


UseColorKey Property

Description

Sets or returns whether or not to use the sprite's transparency information. Read-write at runtime; write access is available at run time only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="UseColorKey" VALUE="0 | 1"> 

Syntax

Script Syntax

 object.UseColorKey =  fFalse  

ParameterDescription
object The name of the sprite.
fFalse Boolean value, True (1) or False (0). Sets whether to use the transparency information in the image, as determined by the ColorKey property. The default is False.

Remarks

If the ColorKey value is set in a PARAM tag then the UseColorKey value should also be set in a PARAM tag


AddFrameMarker Method

Description

Sets a marker to fire an event when playback reaches the designated frame. This method can be used or modified only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="AddFrameMarkerx" VALUE=" frame ,  marker name , [fRelative]"> 

Syntax

Script Syntax

object .AddFrameMarker(frame , " marker name " ,  [ fRelative ])

ParameterDescription
x If you are adding more than one Frame Marker through PARAM Tag syntax, you must make each AddFrameMarker method call distinct by adding an sequential integer at the end of the AddFrameMarker Param name, starting at 1 (PARAM Tag syntax only)
object The name of the sprite.
Frame Number or key name of the frame for the onmarker, or OnPlayMarker Event fires on..
marker name Name of the marker.
fRelative Optional parameter, default is True. Sets the Relative flag as either True (relative - fires every time, includes looping) or False (absolute - fires at specified time once and ignores looping). For PARAM Tag syntax, use 0 (false) or nonzero (true) and for script use predefined constants True and False. For the Preview Release, fRelative should be set to True (nonzero).

Remarks

onmarker events are fired whether or not the sprite is playing. OnPlayMarker events are only fired when the sprite is playing.

Example

The following sprite has three markers defined.


<PARAM name="AddFrameMarker1" value="0,FrameEight,0">
<PARAM name="AddFrameMarker2" value="4,FrameFour,0">
<PARAM name="AddFrameMarker3" value="8,FrameZero,0">



AddTimeMarker Method

Description

Sets a marker to fire an event when playback reaches the designated time. This method can be used or modified only when the sprite is stopped.

Syntax

PARAM Tag Syntax

<PARAM NAME="AddTimeMarker x " VALUE=" time ,  marker name,  [ fAbsolute ]"> 

Syntax

Script Syntax

object .AddTimeMarker( time , " marker name",  [ fAbsolute ])

ParameterDescription
object The name of the sprite.
x If you are adding more than one Time Marker through PARAM Tag syntax, you must make each AddTimeMarker method call distinct by adding an sequential integer at the end of the AddTimeMarker Param name, starting at 1 (PARAM Tag syntax only)
time The time for the onmarker or onplaymarker event to fire.
marker name Name of the marker.
fAbsolute Optional parameter, default is True. Sets the Absolute flag as either True (absolute - fires at specified time once and ignores looping) or False (relative - fires every time, includes looping). For PARAM Tag syntax, use 0 (false) or nonzero (true) and for script use predefined constants True and False. For the Preview Release, fAbsolute must be set to True (nonzero).

Remarks

For details on the events fired for markers. onmarker events are fired whether or not the sprite is playing. onplaymarker events are only fired when the sprite is playing.

Example


<PARAM name="AddTimeMarker1" value="0.0,Foo,1">
<PARAM name=" AddTimeMarker2" value="4.7,FrameFour,1">
<PARAM name=" AddTimeMarker3" value="8.0,FrameZero,1">


FrameSeek Method

Description

Sets the sprite playback to a specific frame.

Syntax

Script Syntax

 object.FrameSeek(frame)> 

ParameterDescription
object The name of the sprite.
frame The new playback frame for the sprite.

Remarks

The following example seeks the sprite named SpriteHorse in response to an OnClick event:

Example


SUB SpriteHorse_onclick
	SpriteHorse.FrameSeek(5)
END SUB

mouseover example Right click inside the frame and View Source to get source code.



Pause Method

Description

Stops playback at current frame and maintains current frame position.

Syntax

Script Syntax

object.Pause  

ParameterDescription
object The name of the sprite.

Remarks

Does not rewind the media.

Example

The following example stops playing the sprite named SpriteHorse in response to an OnClick event:


SUB SpriteHorse_onclick
	SpriteHorse.Pause
END SUB


Play Method

Description

Begins playback from the current frame. This method is scriptable only.

Syntax

Script Syntax

object.Play

ParameterDescription
object The name of the sprite.

Remarks

The following example starts playing the sprite named SpriteHorse in response to a Click event:

Example


SUB Play_onclick
	SpriteHorse.Play
END SUB


Seek Method

Description

Sets the sprite playback to a specific elapsed time.

Syntax

Script Syntax

object.Seek (time) 

ParameterDescription
object The name of the sprite.
time The new elapsed time for the sprite.

Remarks

The following example seeks the sprite named SpriteHorse in response to an OnClick event:

Example


SUB SpriteHorse_onclick
	SpriteHorse.seek(0.0)
END SUB


Stop Method

Description

Ends playback at the current frame and resets its playback position to the beginning. This method is scriptable only.

Syntax

Script Syntax

object.Stop

ParameterDescription
object The name of the sprite.

Remarks

The following example stops playing the sprite named SpriteHorse in response to an onclick event:

Example


SUB SpriteHorse_onclick
	SpriteHorse.Stop
END SUB


onframeseek Event

Description

Occurs after the FrameSeek method has been invoked and the current playback frame has been changed.

Syntax

VBScript Syntax

Sub  object_onframeseek(newframe)
	script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR=object EVENT=onframeseek(newframe) >
	script
</SCRIPT>

ParameterDescription
object The name of the sprite.
script Script to be executed.
newframe The new frame to which the current playback position has been set.


onmarker Event

Description

Occurs when a frame or time marker has been reached.

Syntax

VBScript Syntax

Sub object_onmarker(markername)
	script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR=object EVENT=onmarker(markername)>
	script
</SCRIPT>

ParameterDescription
object String identifying the Sprite object.
markername String containing the marker name established in the AddTimeMarker or AddFrameMarker methods.
script Script to be executed.

Remarks

This event occurs whenever the sprite playback position reaches the marker point, either when the sprite is playing or stopped. For example, if you seek to the marker position while the sprite is paused or stopped, the onmarker event will occur.


onmedialoaded Event

Description

Occurs when a piece of sprite media is fully downloaded.

Syntax

VBScript Syntax

Sub object_ onmedialoaded(URL) 
	script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR=object EVENT=onmedialoaded(URL) >
	script
</SCRIPT>

ParameterDescription
object The name of the sprite.
script Script to be executed.
URL The URL used to load the media.


onpause Event

Description

Occurs when sprite playback is paused.

Syntax

VBScript Syntax

Sub object_onpause()
     script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR=object EVENT=onpause()>
     script
</SCRIPT>

ParameterDescription
object The name of the sprite.
script Script to be executed when the event occurs.


onplay Event

Description

Occurs when the sprite starts. The sprite will not start until all media is downloaded.

Syntax

VBScript Syntax

Sub object_onplay()
     script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR=object EVENT=onplay()>
     script
</SCRIPT>

ParameterDescription
object The name of the sprite.
script Script to be executed when the event occurs.


onplaymarker Event

Description

Occurs when a marker is reached during sprite playback.

Syntax

VBScript Syntax

Sub object_onplaymarker(markername)
	script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR= object EVENT= onplaymarker(markername)>
	 script
</SCRIPT>

ParameterDescription
object String identifying the Sprite object.
markername String containing the marker name established in the AddTimeMarker or AddFrameMarker methods.
script Script to be executed.

Remarks

This event occurs whenever the sprite playback position reaches the marker point when the sprite is currently playing.


OnSeek Event

Description

Occurs after a Seek method has been invoked and the playback position has changed.

Syntax

Sub object_onseek(newtime) 
     script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR=object EVENT=onseek(newtime)>
     script
</SCRIPT>

ParameterDescription
object The name of the sprite.
newtime A variable that contains the time value of the new playback position, in seconds.milliseconds (0.000).
script Script to be run.

Remarks

OnSeek can be used to set up conditional behavior.


	Sub sprite1_onseek(newtime)
		If newtime = 2.000 then
			sprite1.stop
		Else
			sprite1.play
		End If
	End Sub


onstop Event

Description

Occurs when the sprite stops playback.

Syntax

Script Syntax
Sub object_onstop()
     script
End Sub

Syntax

JScript Syntax

<SCRIPT LANGUAGE="JavaScript" FOR=object EVENT=onstop()>
     script
</SCRIPT>

ParameterDescription
object The name of the sprite.

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