UIS Animation Manual

Application Scenarios

`Map with animation

`Movable sptites


UIS Animation is a part of UIS, any qustions about UIS, refer to the UIS Manual.

According to the UIS Manual, animation is a series of descriptions of motions defined IN ADVANCE, which could be quoted in sprites.

A description of motion should be started with:(colon), each kind of motion status should be descripted within one single line, started from the second line.Sprites quote the descriptions of motions with 'motion'. For instance






In which there is only one single line of motion status in one motion group, an abbreviated method is allowed to write in the place of motion property, only need a !(exclamation mark) behind 'motion='. For instance




`The length of motion group's name may not exceed 40 characters.

`One motion per line. There's no need of semicolon to end the line.

`Only English characters and numbers allowed.

UIS supports group definition of motion group's name. For instance:


Square bracket after sprite's name after a dash means there are three sprites defined together: test-1, test-2 and test-3. They have same properties.

Different sprites could share one motion description, group definition is not necessary in most situations.

Motion Definition

Each line of motion definition contains at least two properties: 'name' and 'time', different properties are separated by ','(comma). First property should be 'name', other properties could be placed in any order.

Properties are composed of property name and property value, connected by '='(equal sign), more than one property values should be written in '()' (braparentheses). For instance:





UIS support follow property name:


Four situations determined by property name

`One single number

`Two numbers

`Four numbers

`Six-digit color number starting with '#'(pound)

Detailed situations are listed below.


Specify the motion type, the types are listed below.

typeabbreviationfunctionarguments needed for from/to
movemto move object2
scalesto scale the subject1 or 2 (if you want to specify x and y direction differently)
sizeto change the size of the object2
skewto do a affine transformation2
widthwto change the width of the object1
heighthto change the height of the object1
movexmxto move the object by x axis1
moveymyto move the object by y axis1
scalexsxto scale the object by x axis1
scaleysyto scale the object by y axis1
skewxto do a affine transformation by x axis1
skewyto do a affine transformation by y axis1
rotaterto rotate the object1
fadefto change the transparent of the object1, ranged from 1 to 100
tintto change the color of the objectRGB Value, 6 digits
showto show the object0
hideto hide the object0


The difference between time and atime is that the atime follows the music.

That means, if the music was paused, the animation was also paused. But if you use time, then the object could move freely.

The animation in the chart was preferred atime rather than time.

Time/atime supports multiple grammars listed below:


That equals to it starts from 0, ends at A.

* A,B

That equals to it starts from A, ends at B.

* A,+B

That equals to it starts from A, ends at A+B.

Example for each grammar:

1). atime = 1000

That means it starts from 0 sec, ends at 1 sec.

2). atime = (1000, 2000)

That means it starts from 1 sec, ends at 2 sec.

3). atime = (1000, +1000)

That means it starts from 1 sec, ends at 1+1 = 2 sec.

Be aware that the end timing should be greater than start timing.


trans was responsible for how you control the object move by an algorithm(a.k.a. interpolation method), you could use this website to get a proper value.

e.g. trans=(0.24,0.52,0.29,0.97)


repeat controls the times the motion repeated. And it supports multiple grammars listed below:

* A

Repeat A times.

* rA

Go back and forth A times.

* A,B

Repeat A times, before each repeat wait B seconds.

Example for each grammar:

1). repeat = 10

That means the motion repeats 10 times.

2). repeat = r10

That means the motion go back and forth 10 times.

3). repeat = (10,1000)

That means the motion repeat 10 times, and for each repeat waits 1 second.

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