There are several ways to qualify and modify the movement of an object through the move command. Including in 2 seconds or an equally appropriate time interval after the initial command will cause the object to move between the two points in the designated amount of time. This overrides the moveSpeed, whatever its value. One can also reference a list of valid points within a container. The object would then move to each of the given points in the list until the list is exhausted.
Another method that can be employed is to draw a freehand graphic in any shape or form. We can then command an object to move along the path indicated by that graphic with the command move img "rabbit" to the points of graphic "forestPath". This command will cause the object to begin at one end of the freehand graphic line and move along that line to the other end. The speed at which it moves can be determined as above. The guiding graphic can even be hidden and the command will still cause the object to move along that graphic. In this way we can quickly cause an object to move along a non-standard path.
For example, one could use the rectangle property of a button to give the appearance of the button growing or shrinking. Knowing that the format of the value of rect for an object is four integers delimited by commas, we could have the right side of the button extend to the right or shrink to the left by either increasing or decreasing respectively the value of the third item in the value of the rect. If this is done within a repeat loop, increasing or decreasing the value incrementally and setting the value during these changes, then the button would be animated. Several of these together could be used as an animated bar graph.
Though the example given above may seem a little mundane, the sky is literally the limit in how one can utilize the ability to set the properties of a particular object to animate it.
on mouseUp repeat with jj = 1 to the number of images put the location of image jj into line jj of theseLocs end repeat put false into aWinner repeat until aWinner put random(the number of images) into whichOne get the loc of image whichOne add 10 to item 1 of it set the loc of image whichOne to it wait 5 if item 1 of it >= item 1 of the loc of graphic finishLine + 45 then put true into aWinner put the short name of image whichOne into thisWinner end if end repeat put "And the" && thisWinner && "wins!" into field "winner" wait 5 seconds repeat with jj = 1 to the number of images set the loc of image jj to line jj of theseLocs end repeat put empty into field "winner" end mouseUp