diff --git a/doc/doc_files/images/DripOctober.ttf b/doc/doc_files/images/DripOctober.ttf
new file mode 100644
index 0000000..3545865
Binary files /dev/null and b/doc/doc_files/images/DripOctober.ttf differ
diff --git a/doc/doc_files/images/frowny1.png b/doc/doc_files/images/frowny1.png
new file mode 100644
index 0000000..19d4ddc
Binary files /dev/null and b/doc/doc_files/images/frowny1.png differ
diff --git a/doc/doc_files/images/frowny2.png b/doc/doc_files/images/frowny2.png
new file mode 100644
index 0000000..4553411
Binary files /dev/null and b/doc/doc_files/images/frowny2.png differ
diff --git a/doc/doc_files/images/sword.png b/doc/doc_files/images/sword.png
new file mode 100644
index 0000000..22f2a56
Binary files /dev/null and b/doc/doc_files/images/sword.png differ
diff --git a/doc/files/deletesprite.txt b/doc/files/deletesprite.txt
index 602dfed..aea9cd6 100644
--- a/doc/files/deletesprite.txt
+++ b/doc/files/deletesprite.txt
@@ -2,3 +2,47 @@
#header Sub DeleteSprite( sprite )
Removes a sprite from memory
+
+Here is an example:
+
+#code
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("CreateSprite", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, 100, 100)
+
+ eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite2, 150, 100)
+
+ timePassed = Timer()
+ timePassedDiff = 2000
+
+ While Not Key(K_ESCAPE)
+
+ If Timer() - timePassed > timePassedDiff Then 'After 2 seconds eyeSprite2 will be deleted
+ DeleteSprite(eyeSprite2)
+ End If
+
+ Update()
+ Wend
+#/code
+
+#image "images/theEye.png"
+
+#ref OpenCanvasSpriteLayer SetSpritePosition CreateSprite
diff --git a/doc/files/getspriteposition.txt b/doc/files/getspriteposition.txt
index f806908..d0063b9 100644
--- a/doc/files/getspriteposition.txt
+++ b/doc/files/getspriteposition.txt
@@ -3,4 +3,68 @@
Gets the position of a sprite on the canvas
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("GetSpritePosition", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeX 'Variables to pass into the function for holding the x and y values
+DIM eyeY
+eyeSpriteX = 100
+eyeSpriteY = 100
+destX = 0
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+
+While Not Key(K_ESCAPE)
+clearcanvas()
+ Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
+ If SpriteX(eyeSprite) < 450 And destX = 0 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX + 0.5
+ ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then
+ destX = 1
+ End If
+
+ If destX = 1 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX - 0.5
+ End If
+
+ GetSpritePosition(eyeSprite, eyeX, eyeY)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("Sprite X: " + STR$(eyeX), 10, 30)
+ DrawText("Sprite Y: " + STR$(eyeY), 10, 50)
+
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref TranslateSprite SetSpritePosition
diff --git a/doc/files/getspriterotation.txt b/doc/files/getspriterotation.txt
index 92b3159..21a2c8a 100644
--- a/doc/files/getspriterotation.txt
+++ b/doc/files/getspriterotation.txt
@@ -3,4 +3,64 @@
Returns the angle the sprite is rotated by
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("GetSpriteRotation", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeAngle 'Variable to hold the sprites angle value
+DIM displayAngle
+ReleaseKey = 0
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+'RotateSprite(eyeSprite, eyeAngle)
+
+While Not Key(K_ESCAPE)
+ClearCanvas()
+Canvas(sCanvas)
+
+If Key(K_SPACE) And ReleaseKey = 0 Then
+ eyeAngle = 30
+ RotateSprite(eyeSprite, eyeAngle)
+ ReleaseKey = 1
+ElseIf Not Key(K_SPACE) And ReleaseKey = 1 then
+ ReleaseKey = 0
+End If
+
+displayAngle = GetSpriteRotation(eyeSprite)
+Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+DrawText("Sprite Angle: " + STR$(displayAngle), 10, 30)
+
+Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref SetSpriteRotation RotateSprite
diff --git a/doc/files/getspritescale.txt b/doc/files/getspritescale.txt
index 2934309..85c6e63 100644
--- a/doc/files/getspritescale.txt
+++ b/doc/files/getspritescale.txt
@@ -3,4 +3,74 @@
Gets the scale of a sprite
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("GetSpriteScale", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeScale 'Variable to hold the sprites scale
+ReleaseKey = 0
+eyeScale = 2
+
+DIM eyeScaleX
+DIM eyeScaleY
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, 200, 100)
+
+SetSpriteScale(eyeSprite2, eyeScale, eyeScale)
+
+While Not Key(K_ESCAPE)
+ClearCanvas()
+Canvas(sCanvas)
+
+If Key(K_UP) And ReleaseKey = 0 Then
+ eyeScale = 1.1
+ ScaleSprite(eyeSprite2, eyeScale, eyeScale)
+ ReleaseKey = 1
+ElseIf Key(K_DOWN) And ReleaseKey = 0 Then
+ eyeScale = 0.9
+ ScaleSprite(eyeSprite2, eyeScale, eyeScale)
+ ReleaseKey = 1
+ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then
+ ReleaseKey = 0
+End If
+
+GetSpriteScale(eyeSprite2, eyeScaleX, eyeScaleY)
+Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+DrawText("Sprite Scale X: " + STR$(eyeScaleX), 10, 30)
+
+Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref ScaleSprite SetSpriteScale
diff --git a/doc/files/getspritesize.txt b/doc/files/getspritesize.txt
index c841c9a..72f531f 100644
--- a/doc/files/getspritesize.txt
+++ b/doc/files/getspritesize.txt
@@ -3,4 +3,52 @@
Gets the size of a sprite's frames
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eSpriteWidth
+DIM eSpriteHeight
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+GetSpriteSize(eyeSprite, eSpriteWidth, eSpriteHeight)
+
+While Not Key(K_ESCAPE)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("EyeSprite Width " + STR$(eSpriteWidth), 10, 30)
+ DrawText("EyeSprite Height " + STR$(eSpriteHeight), 10, 50)
+
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref CreateSprite
diff --git a/doc/files/getspritesource.txt b/doc/files/getspritesource.txt
index 58db383..16bba50 100644
--- a/doc/files/getspritesource.txt
+++ b/doc/files/getspritesource.txt
@@ -3,4 +3,41 @@
Returns the source image the sprite renders its frames from
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("GetSpriteSource", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM frown
+DIM frownW
+DIM frownH
+DIM spSource$
+
+frowny1 = LoadImage("frowny1.png")
+frowny2 = LoadImage("frowny2.png")
+GetImageSize(frown, frownW, frownH)
+
+frownSprite = CreateSprite(frown, frownW, frownH)
+SetSpritePosition(frownSprite, 100, 100)
+
+While Not Key(K_ESCAPE)
+ If KEY(K_SPACE) Then
+ SetSpriteSource(frownSprite, frowny2)
+ End If
+ Update()
+ spSource$ = STR$(GetSpriteSource(frown))
+ Print spSource$
+Wend
+#/code
+
+#image "images/frowny1.png"
+#image "images/frowny2.png"
+
#ref SetSpriteSource CreateSprite
diff --git a/doc/files/getspritetype.txt b/doc/files/getspritetype.txt
index 2c789e6..c037a26 100644
--- a/doc/files/getspritetype.txt
+++ b/doc/files/getspritetype.txt
@@ -7,9 +7,71 @@ By default, sprites are dynamic when they are created.
Possible types returned
#list ul
-#li SPRITE_TYPE_STATIC
-#li SPRITE_TYPE_KINEMATIC
-#li SPRITE_TYPE_DYNAMIC
+#li SPRITE_TYPE_STATIC (0)
+#li SPRITE_TYPE_KINEMATIC (1)
+#li SPRITE_TYPE_DYNAMIC (2)
#/list
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("GetSpriteType", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+eyeSpriteX = 100
+eyeSpriteY = 100
+eyeSprite2X = 400
+eyeSprite2Y = 125
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+SetSpriteSolid(eyeSprite, 1)
+SetSpriteType(eyeSprite, SPRITE_TYPE_KINEMATIC)
+
+'The flags for each type are SPRITE_TYPE_STATIC = 0
+' SPRITE_TYPE_KINEMATIC = 1
+' SPRITE_TYPE_DYNAMIC = 2
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+SetSpriteSolid(eyeSprite2, 1)
+SetSpriteType(eyeSprite2, SPRITE_TYPE_DYNAMIC)
+
+While Not Key(K_ESCAPE)
+ ClearCanvas()
+ Canvas(sCanvas)
+
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+
+ DrawText("Sprite on left type: " + STR$(GetSpriteType(eyeSprite)), 10, 30)
+
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref SetSpriteType
diff --git a/doc/files/rotatesprite.txt b/doc/files/rotatesprite.txt
index cdd75cc..7eebdfa 100644
--- a/doc/files/rotatesprite.txt
+++ b/doc/files/rotatesprite.txt
@@ -3,4 +3,48 @@
Sets the angle the sprite is rotated by relative to its current rotation
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("RotateSprite", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeAngle 'Variable to hold the sprites angle value
+eyeAngle = 250
+ReleaseKey = 0
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+'RotateSprite(eyeSprite, eyeAngle)
+
+While Not Key(K_ESCAPE)
+'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called.
+
+If Key(K_SPACE) And ReleaseKey = 0 Then
+ eyeAngle = 30
+ RotateSprite(eyeSprite, eyeAngle)
+ ReleaseKey = 1
+ElseIf Not Key(K_SPACE) And ReleaseKey = 1 then
+ ReleaseKey = 0
+End If
+
+Update() 'Update automatically deals with drawing the sprites on the sprite canvas.
+Wend
+#/code
+
+#image "images/theEye.png"
+
#ref SetSpriteRotation GetSpriteRotation
diff --git a/doc/files/setspriteposition.txt b/doc/files/setspriteposition.txt
index 1cc16ce..4296279 100644
--- a/doc/files/setspriteposition.txt
+++ b/doc/files/setspriteposition.txt
@@ -4,3 +4,42 @@
Sets the position of the sprite in the canvas
Note: This is canvas position and not screen position
+
+#code
+ isFullScreen = false
+ vSync = true
+ winWidth = 640
+ winHeight = 480
+ canViewPortX = 0
+ canViewPortY = 0
+
+ OpenWindow("SetSpritePosition", winWidth, winHeight, isFullScreen, vSync)
+ sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+ Canvas(sCanvas)
+
+ DIM eye
+ DIM eyeW
+ DIM eyeH
+ eyeSpriteX = 100
+ eyeSpriteY = 100
+
+ eye = LoadImage("theEye.png")
+ GetImageSize(eye, eyeW, eyeH)
+
+ eyeSprite = CreateSprite(eye, eyeW, eyeH)
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) 'Position on the canvas the sprite will initially be drawn.
+
+ speed = 0.4
+
+ While Not Key(K_ESCAPE)
+
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX + speed 'Speed will be added to sprites X position, sprite will move to the right gradually
+
+ Update()
+ Wend
+#/code
+
+#image "images/theEye.png"
+
+#ref OpenCanvasSpriteLayer CreateSprite
diff --git a/doc/files/setspriterotation.txt b/doc/files/setspriterotation.txt
index 1ca2c9f..842bbd2 100644
--- a/doc/files/setspriterotation.txt
+++ b/doc/files/setspriterotation.txt
@@ -3,5 +3,41 @@
Sets the angle the sprite is rotated by
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteRotation", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeAngle 'Variable to hold the sprites angle value
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+While Not Key(K_ESCAPE)
+'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called.
+
+SetSpriteRotation(eyeSprite, eyeAngle)
+
+eyeAngle = eyeAngle + 0.3
+
+Update() 'Update automatically deals with drawing the sprites on the sprite canvas.
+Wend
+#/code
+
+#image "images/theEye.png"
+
#ref GetSpriteRotation RotateSprite
diff --git a/doc/files/setspritescale.txt b/doc/files/setspritescale.txt
index 6bce8ed..4b022c2 100644
--- a/doc/files/setspritescale.txt
+++ b/doc/files/setspritescale.txt
@@ -3,4 +3,41 @@
Sets the scale of a sprite
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteScale", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeScale 'Variable to hold the sprites scale
+eyeScale = 2
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, 200, 100)
+
+SetSpriteScale(eyeSprite2, eyeScale, eyeScale)
+
+While Not Key(K_ESCAPE)
+
+Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
#ref ScaleSprite GetSpriteScale
diff --git a/doc/files/setspritesolid.txt b/doc/files/setspritesolid.txt
index bc78604..ffab8c6 100644
--- a/doc/files/setspritesolid.txt
+++ b/doc/files/setspritesolid.txt
@@ -3,5 +3,47 @@
Sets whether a sprite has physics and collision response enabled
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteSolid", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+eyeSpriteX = 100
+eyeSpriteY = 100
+eyeSprite2X = 400
+eyeSprite2Y = 125
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+SetSpriteSolid(eyeSprite, 1) 'Setting the sprites as solid means they can collide with one another.
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+SetSpriteSolid(eyeSprite2, 1)
+
+While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 30, 0)
+ eyeSpriteX = eyeSpriteX + 0.5
+
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
#ref SpriteIsSolid
diff --git a/doc/files/setspritesource.txt b/doc/files/setspritesource.txt
index ab6b476..8b6b529 100644
--- a/doc/files/setspritesource.txt
+++ b/doc/files/setspritesource.txt
@@ -5,4 +5,38 @@ Changes the image source for a sprite frame sheet
Note: This needs to be the same size as the current image source or you will have rendering issues
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteSource", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM frown
+DIM frownW
+DIM frownH
+
+frowny1 = LoadImage("frowny1.png")
+frowny2 = LoadImage("frowny2.png")
+GetImageSize(frown, frownW, frownH)
+
+frownSprite = CreateSprite(frown, frownW, frownH)
+SetSpritePosition(frownSprite, 100, 100)
+
+While Not Key(K_ESCAPE)
+ If KEY(K_SPACE) Then
+ SetSpriteSource(frownSprite, frowny2)
+ End If
+ Update()
+Wend
+#/code
+
+#image "images/frowny1.png"
+#image "images/frowny2.png"
+
#ref GetSpriteSource
diff --git a/doc/files/setspritetype.txt b/doc/files/setspritetype.txt
index 785e484..20ae6a2 100644
--- a/doc/files/setspritetype.txt
+++ b/doc/files/setspritetype.txt
@@ -9,4 +9,143 @@ Sets the type of collision body a sprite has
#li SPRITE_TYPE_DYNAMIC
#/list
+Here is an example of SPRITE_TYPE_DYNAMIC:
+
+#code
+'This is showing SPRITE_TYPE_DYNAMIC
+
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteType_Dynamic", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+eyeSpriteX = 100
+eyeSpriteY = 100
+eyeSprite2X = 400
+eyeSprite2Y = 125
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+SetSpriteSolid(eyeSprite, 1)
+
+'When Sprites are created and physics activated there "type" is Dyanmic by default
+'The sprites have collision and physics activated, so they can move and react to other bodies.
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+SetSpriteSolid(eyeSprite2, 1)
+
+While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 80, 0)
+
+ Update()
+Wend
+#/code
+
+Here is an example of SPRITE_TYPE_STATIC:
+
+#code
+'This is showing SPRITE_TYPE_STATIC
+
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteType_Static", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+eyeSpriteX = 100
+eyeSpriteY = 100
+eyeSprite2X = 400
+eyeSprite2Y = 125
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+SetSpriteSolid(eyeSprite, 1)
+
+'When Sprites are created and physics activated there "type" is Dyanmic by default
+'The sprites have collision and physics activated, so they can move and react to other bodies.
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+SetSpriteSolid(eyeSprite2, 1)
+SetSpriteType(eyeSprite2, SPRITE_TYPE_STATIC) 'When a sprite is made solid nothing can move it
+
+While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 80, 0)
+
+ Update()
+Wend
+#/code
+
+Finally here is an example of SPRITE_TYPE_KINEMATIC:
+
+#code
+'This is showing SPRITE_TYPE_KINEMATIC
+
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteType_Kinematic", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+eyeSpriteX = 100
+eyeSpriteY = 100
+eyeSprite2X = 400
+eyeSprite2Y = 125
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+SetSpriteSolid(eyeSprite, 1)
+SetSpriteType(eyeSprite, SPRITE_TYPE_KINEMATIC) 'KINEMATIC type makes the sprite able to be moved, but it does not react to dynamic bodies.
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+SetSpriteSolid(eyeSprite2, 1)
+
+While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 80, 0)
+
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
#ref GetSpriteType
diff --git a/doc/files/setspritevisible.txt b/doc/files/setspritevisible.txt
index 1c6b8b5..ee5e2c6 100644
--- a/doc/files/setspritevisible.txt
+++ b/doc/files/setspritevisible.txt
@@ -1,6 +1,41 @@
#title SetSpriteVisible [RCBasic Doc]
-#header Sub SetSpriteVisible(sprite, flag)
+#header Function SetSpriteVisible(sprite, flag)
-Sets whether the sprite is visible
+Set the sprite visible with the flAG
-#ref SpriteIsVisible
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteVisible", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM spriteTimer : spriteTimer = Timer()
+DIM spriteTimerDiff : spriteTimerDiff = 2000
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+While Not Key(K_ESCAPE)
+ If Timer() - spriteTimer > spriteTimerDiff Then
+ SetSpriteVisible(eyeSprite, 0) 'Set sprite visible flag to 0 or false and it will become not visible
+ Print ("Function Called")
+ End If
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+#ref SetSpriteVisible
diff --git a/doc/files/setspritez.txt b/doc/files/setspritez.txt
index 89c35e5..95ed333 100644
--- a/doc/files/setspritez.txt
+++ b/doc/files/setspritez.txt
@@ -5,5 +5,56 @@ Sets the drawing priority for sprites.
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM sword
+DIM swordW
+DIM swordH
+ReleaseKey = 0
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+sword = LoadImage("sword.png")
+GetImageSize(sword, swordW, swordH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+SetSpriteZ(eyeSprite, 1)
+
+swordSprite = CreateSprite(sword, swordW, swordH)
+SetSpritePosition(swordSprite, 89, 75)
+SetSpriteZ(swordSprite, 5)
+
+While Not Key(K_ESCAPE)
+
+If Key(K_SPACE) And ReleaseKey = 0 Then
+ SetSpriteZ(eyeSprite, 10) 'This will cause the eye to be drawn behind the sword
+ ReleaseKey = 1
+ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then
+ ReleaseKey = 0
+End If
+
+Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+#image "images/sword.png"
+
#ref SpriteZ
diff --git a/doc/files/spriteheight.txt b/doc/files/spriteheight.txt
index 38dd2bf..92dbbe3 100644
--- a/doc/files/spriteheight.txt
+++ b/doc/files/spriteheight.txt
@@ -3,5 +3,51 @@
Returns the frame height of a sprite
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SpriteHeight", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eSpriteHeight
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+eSpriteHeight = SpriteHeight(eyeSprite)
+
+While Not Key(K_ESCAPE)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("EyeSprite Height " + STR$(eSpriteHeight), 10, 50)
+
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref SpriteWidth GetSpriteSize
diff --git a/doc/files/spriteissolid.txt b/doc/files/spriteissolid.txt
index 842785f..f11e968 100644
--- a/doc/files/spriteissolid.txt
+++ b/doc/files/spriteissolid.txt
@@ -3,4 +3,51 @@
Returns true if a sprite is has physics and collision response enabled
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SpriteIsSolid", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM trigger : trigger = 0
+eyeSpriteX = 100
+eyeSpriteY = 100
+eyeSprite2X = 400
+eyeSprite2Y = 125
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+SetSpriteSolid(eyeSprite, 1) 'Setting the sprites as solid means they can collide with one another.
+
+eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
+SetSpriteSolid(eyeSprite2, 1)
+
+While Not Key(K_ESCAPE)
+
+ SetSpriteLinearVelocity(eyeSprite, 30, 0)
+ eyeSpriteX = eyeSpriteX + 0.5
+
+ If SpriteIsSolid(eyeSprite2) And trigger = 0 Then
+ Print "Yup I'm solid!"
+ trigger = 1
+ End If
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
#ref SetSpriteSolid
diff --git a/doc/files/spriteisvisible.txt b/doc/files/spriteisvisible.txt
index 202c2c4..ea784c1 100644
--- a/doc/files/spriteisvisible.txt
+++ b/doc/files/spriteisvisible.txt
@@ -3,4 +3,47 @@
Returns whether the sprite is visible
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SetSpriteVisible", winWidth, winHeight, isFullScreen, vSync)
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM spriteTimer : spriteTimer = Timer()
+DIM spriteTimerDiff : spriteTimerDiff = 2000
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+SetSpriteVisible(eyeSprite, 0) 'Set the flag to 0 for not visible
+
+
+While Not Key(K_ESCAPE)
+ If Timer() - spriteTimer > spriteTimerDiff Then
+ SetSpriteVisible(eyeSprite, 1)
+ Print ("Function Called")
+ End If
+
+ If SpriteIsVisible(eyeSprite) Then
+ Print ("Sprite is Visible")
+ else
+ Print ("Sprite is not visible")
+ End If
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
#ref SetSpriteVisible
diff --git a/doc/files/spritewidth.txt b/doc/files/spritewidth.txt
index 1971359..0de5f6a 100644
--- a/doc/files/spritewidth.txt
+++ b/doc/files/spritewidth.txt
@@ -3,4 +3,50 @@
Returns the frame width of a sprite
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SpriteWidth", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eSpriteWidth
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+
+eSpriteWidth = SpriteWidth(eyeSprite)
+
+While Not Key(K_ESCAPE)
+ Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+ DrawText("EyeSprite Width " + STR$(eSpriteWidth), 10, 30)
+
+ Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref SpriteHeight GetSpriteSize
diff --git a/doc/files/spritex.txt b/doc/files/spritex.txt
index 15d8cfa..da1d886 100644
--- a/doc/files/spritex.txt
+++ b/doc/files/spritex.txt
@@ -3,5 +3,68 @@
Returns the X position of a sprite on a canvas
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SpriteX", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeX 'Variables to pass into the function for holding the x value
+eyeSpriteX = 100
+eyeSpriteY = 100
+destX = 0
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+
+While Not Key(K_ESCAPE)
+clearcanvas()
+Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
+If SpriteX(eyeSprite) < 450 And destX = 0 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX + 0.5
+ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then
+ destX = 1
+ 'eyeSpriteX = SpriteX(eyeSprite)
+End If
+
+If destX = 1 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteX = eyeSpriteX - 0.5
+End If
+
+Canvas(pCanvas)
+eyeX = SpriteX(eyeSprite) 'change to the standard drawing canvas for drawing text
+DrawText("Sprite X: " + STR$(eyeX), 10, 30)
+
+Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref SpriteY SetSpritePosition GetSpritePosition
diff --git a/doc/files/spritey.txt b/doc/files/spritey.txt
index eec9065..1e4de30 100644
--- a/doc/files/spritey.txt
+++ b/doc/files/spritey.txt
@@ -3,4 +3,66 @@
Returns the Y position of a sprite on a canvas
-#ref SpriteX SetSpritePosition GetSpritePosition
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("SpriteY", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeY 'Variables to pass into the function for holding the y value
+eyeSpriteX = 100
+eyeSpriteY = 100
+destY = 0
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+
+While Not Key(K_ESCAPE)
+clearcanvas()
+Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
+If SpriteY(eyeSprite) < 450 And destY = 0 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteY = eyeSpriteY + 0.5
+ElseIf SpriteY(eyeSprite) >= 440 And destY = 0 Then
+ destY = 1
+End If
+
+If destY = 1 Then
+ SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
+ eyeSpriteY = eyeSpriteY - 0.5
+End If
+
+Canvas(pCanvas)
+eyeY = SpriteY(eyeSprite) 'change to the standard drawing canvas for drawing text
+DrawText("Sprite Y: " + STR$(eyeY), 10, 30)
+
+Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
+#ref SpriteX SetSpritePosition GetSpritePosition SpriteX
diff --git a/doc/files/spritez.txt b/doc/files/spritez.txt
index b07e400..a771676 100644
--- a/doc/files/spritez.txt
+++ b/doc/files/spritez.txt
@@ -5,4 +5,68 @@ Returns the drawing priority for sprites.
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
+#code
+isFullScreen = false
+vSync = true
+winWidth = 640
+winHeight = 480
+canViewPortX = 0
+canViewPortY = 0
+
+OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
+pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
+sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
+Canvas(sCanvas)
+
+DIM eye
+DIM eyeW
+DIM eyeH
+DIM eyeZ
+DIM sword
+DIM swordW
+DIM swordH
+DIM swordZ
+ReleaseKey = 0
+
+DIM font1
+
+Font1 = LoadFont("DripOctober.ttf", 16)
+SetFont(Font1)
+SetColor(RGB(100, 200, 200))
+
+eye = LoadImage("theEye.png")
+GetImageSize(eye, eyeW, eyeH)
+
+sword = LoadImage("sword.png")
+GetImageSize(sword, swordW, swordH)
+
+eyeSprite = CreateSprite(eye, eyeW, eyeH)
+SetSpritePosition(eyeSprite, 100, 100)
+SetSpriteZ(eyeSprite, 1)
+
+swordSprite = CreateSprite(sword, swordW, swordH)
+SetSpritePosition(swordSprite, 89, 75)
+SetSpriteZ(swordSprite, 5)
+
+While Not Key(K_ESCAPE)
+
+swordZ = SpriteZ(swordSprite)
+eyeZ = SpriteZ(eyeSprite)
+
+Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
+DrawText("Eye Sprite Z: " + STR$(eyeZ), 10, 30)
+DrawText("Sword Sprite Z: " + STR$(swordZ), 10, 50)
+
+Update()
+Wend
+#/code
+
+#image "images/theEye.png"
+
+#image "images/sword.png"
+
+
+Link to Font (It's locally on your computer, your not downloading anything from the internet)
+
+
#ref SetSpriteZ