#define TEXTSTEP1 "\pSuppose there are three objects: A character, a hat and a cape."
#define TEXTSTEP2 "\pObjects should be placed like that."
#define TEXTSTEP3 "\pWhat happens if the character moves ? The hat and the cape just won't. You could move the hat and the cape together with the character, but it is not very convenient to define one move per object."
#define TEXTSTEP4 "\pThe problem is that the hat and the cape are linked to the global animation context. However ACL allows all moveable objects to be linked to an Anim object rather than to be linked to the global animation context."
#define TEXTSTEP5 "\pThe hat and the cape should be linked to the character. The character is the supervisor of the two objects. Now when the character moves all its sub-objects move too."
#define TEXTSTEP6 "\pSuppose that there is a new object which should be placed on the top of the hat. "
#define TEXTSTEP7 "\pOne has only to link the antenna to the hat. The hat becomes the supervisor of the antenna."
#define TEXTSTEP8 "\pWhen the hat moves the antenna moves too."
#define TEXTSTEP9 "\pAn Anim object can be structured as a tree without any level limits. The tree above shows you the structure of the character."
#define TEXTSTEP10 "\pNote that not only Anim objects may have sub-objects, all moveable objects (like AnimMask or AnimCollision object) may be supervisors and/or sub-objects."
//*************************************
static AnimGfx *background;
static short backwidth,backheight;
static Anim *anims[4];
static AnimControl controls[2];
//*************************************
static Boolean testout(AnimCObject *a, AnimControl *c) // Test if the anim is out of screen.