You can change DisplayBrush into
DisplayBrushFX(), that one gives you options like making it come from right:
[codeDisplayBrushFX(id, x, y, {type=#REVEALRIGHT, speed=1})][/code]
for speed you can, instead of using number, also use: #SLOWSPEED, #NORMALSPEED, #FASTSPEED
I am not sure #REVEALRIGHT actually means coming from right (I actually think it is not), but here is full list of possible effects:
#RANDOMEFFECT
– Horizontal stripes: #HSTRIPES2, #HSTRIPES4, #HSTRIPES16, #HSTRIPES32
– Vertical stripes: #VSTRIPES2, #VSTRIPES8, #VSTRIPES16, #VSTRIPES32
– Fast horizontal blinds: #HBLINDS8, #HBLINDS16, #HBLINDS32, #HBLINDS64, #HBLINDS128
– Fast vertical blinds: #VBBLINDS8, #VBLINDS16, #VBLINDS32, #VBLINDS64, #VBLINDS128
– Horizontal curtain: #HOPENCURTAIN, #HCLOSECURTAIN
– Vertical curtain: #VOPENCURTAIN, #VCLOSECURTAIN
– Horizontal lines: #HLINES, #HLINES2
– Vertical lines: #VLINES, #VLINES2
– Reveal: #REVEALLEFT, #REVEALRIGHT, #REVEALTOP, #REVEALBOTTOM
– Bars: #BARS
– Quarters: #QUARTERS
– Crossfade: #CROSSFADE
– Fade: #FADE; optional argument specifies color to use
– Blend: #BLEND; optional argument specifies color to use for blending
Starting with Hollywood 1.5 there are some new effects:
– Rectangle zoom in: #RECTCENTER, #RECTNORTH, #RECTNORTHEAST, #RECTEAST, #RECTSOUTHEAST, #RECTSOUTH, #RECTSOUTHWEST, #RECTWEST, #RECTNORTHWEST
– Rectangle zoom out: #RECTBACKCENTER, #RECTBACKNORTH, #RECTBACKNORTHEAST, #RECTBACKEAST, #RECTBACKSOUTHEAST, #RECTBACKSOUTH, #RECTBACKSOUTHWEST, #RECTBACKWEST, #RECTBACKNORTHWEST
– Scroll in: #SCROLLLEFT, #SCROLLRIGHT, #SCROLLTOP, #SCROLLBOTTOM (optional argument specifies a special effect to apply to the scroll process, you can use the same effects here like in
MoveBrush())
– Stretch image in: #STRETCHLEFT, #STRETCHRIGHT, #STRETCHTOP, #STRETCHBOTTOM, #HSTRETCHCENTER, #VSTRETCHCENTER
– Zoom image in: #ZOOMCENTER, #ZOOMNORTH, #ZOOMNORTHEAST, #ZOOMEAST, #ZOOMSOUTHEAST, #ZOOMSOUTH, #ZOOMSOUTHWEST, #ZOOMWEST, #ZOOMNORTHWEST
– Flow: #HFLOWTOP, #HFLOWBOTTOM, #VFLOWLEFT, #VFLOWRIGHT
– Gates: #HOPENGATE, #HCLOSEGATE, #VOPENGATE, #VCLOSEGATE (B)
– Pushes: #PUSHLEFT, #PUSHRIGHT, #PUSHTOP, #PUSHBOTTOM (B)
– Puzzle: #PUZZLE
– Diagonal: #DIAGONAL
– Roll on: #ROLLTOP
– Wallpaper: #WALLPAPERTOP
– General vertical stripes: #VSTRIPES; optional argument specifies the number of stripes to display
– General horizontal stripes: #HSTRIPES; optional argument specifies the number of stripes to display
Starting with Hollywood 1.9 there are a number of new effects:
– Scroll image in: #SCROLLNORTHEAST, #SCROLLSOUTHEAST, #SCROLLSOUTHWEST, #SCROLLNORTHWEST (optional argument specifies a special effect to apply to the scroll process, you can use the same effects here like in
MoveBrush())
– Reveal clock wise: #CLOCKWIPE
– Star zoom in: #STAR
– Strange pushes: #HSTRANGEPUSH, #VSTRANGEPUSH (B)
– Slide projector: #SLIDELEFT, #SLIDERIGHT, #SLIDETOP, #SLIDEBOTTOM (B)
– Spiral reveal: #SPIRAL
– Swiss cross effect: #SWISS
– Quad rectangles: #QUADRECT
– Split effects: #HSPLIT, #VSPLIT
– Up'n'down: #UPNDOWN
– Register card effect: #CARDTOP, #CARDBOTTOM (B)
– Sun zoom in: #SUN
– Water ripples: #WATER1, #WATER2, #WATER3, #WATER4 (!)
– Strudel effect: #STRUDEL (!)
– Dissolve picture: #DISSOLVE
– Zoom to pixels: #PIXELZOOM1
– Zoom to pixels 2: #PIXELZOOM2 (B)
– Large zoom effects: #ZOOMIN, #ZOOMOUT (B)
– Crush effects: #CRUSHLEFT, #CRUSHRIGHT, #CRUSHTOP, #CRUSHBOTTOM (B)
– Flip coins: #VFLIPCOIN, #VLOWFLIPCOIN, #HFLIPCOIN, #HLOWFLIPCOIN (B)
– Turn down picture effect: #TURNDOWNTOP, #TURNDOWNBOTTOM, #TURNDOWNLEFT, #TURNDOWNRIGHT (B)
– Type writer effect: #TYPEWRITER (T) [no longer supported since V3.1]
– Wallpaper: #WALLPAPERLEFT (!)
– Roll on: #ROLLLEFT
Then there is also option of using
MoveBrush():
MoveBrush(id, xa, ya, xb, by, {speed=10])
Speed:
Defines the number of pixels that the brush will be moved per draw. Therefore a higher number means higher speed. You can also specify a constant for the speed argument (#SLOWSPEED, #NORMALSPEED or #FASTSPEED).
FX:
Specifies a special effect that shall be applied to the move. The following effects are currently possible:
#BOUNCE:
Bounces the object at move end
#DAMPED:
Damps the object at move end
#SMOOTHOUT:
Decreases object move speed towards the move end
#SINE:
Displays the object on a sine wave (*)
#BIGSINE:
Displays the object on a big sine wave (*)
#LOWERCURVE:
Moves the object on a curve below the move line (*)
#UPPERCURVE:
Moves the object on a curve above the move line (*)
Effects marked with an asterisk are only possible with horizontal moves, which means that ya and yb coordinates must be equal!
Or
MoveLayer():
MoveLayer(id, xa, ya, xb, yb[, table])
MoveLayer(id, x, y)
MoveLayer(5, #LEFTOUT, #CENTER, #RIGHTOUT, #CENTER)
MoveLayer(4, #USELAYERPOSITION, #USELAYERPOSITION, #LEFTOUT, #CENTER)
MoveLayer(5, #CENTER, #CENTER)