Difference between revisions of "AGIWiki/animate.obj"
< AGIWiki
Jump to navigation
Jump to search
m (Created page with "__NOTOC__ {{AGIWiki}} The '''animate.obj''' command activates a screen object. == Syntax == : animate.obj(obj oA); == Remarks == If the object nu...") |
m (Text replacement - "<source lang=" to "<syntaxhighlight lang=") |
||
(5 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
{{AGIWiki}} | {{AGIWiki}} | ||
{{AGIWiki/Object and View commands}} | |||
The '''animate.obj''' command activates a screen object. | The '''animate.obj''' command activates a screen object. | ||
Line 8: | Line 7: | ||
: animate.obj([[AGIWiki/Screen objects|obj]] oA); | : animate.obj([[AGIWiki/Screen objects|obj]] oA); | ||
== Parameters == | |||
* <code>object</code>: an [[AGIWiki/Screen objects|object]], <code>o0 - o255</code>; this object will be activated for use | |||
== Remarks == | == Remarks == | ||
If the object number exceeds the [[AGIWiki/Screen objects#Maximu screen objects|max screen object]] count, AGI will | If the object number exceeds the [[AGIWiki/Screen objects#Maximu screen objects|max screen object]] count, usually 16, AGI will crash with a [[AGIWiki/Bad object number error|bad object number error]]. ( e.g. <code>o17</code> ) | ||
Screen objects must be activated with the '''animate.obj''' command before it can be used in any other commands. Attempting to run commands on an unitialized screen object will generate a runtime error. | Screen objects must be activated with the '''animate.obj''' command before it can be used in any other commands. Attempting to run commands on an unitialized screen object will generate a runtime error. | ||
Line 19: | Line 22: | ||
== Example == | == Example == | ||
< | <syntaxhighlight lang="cpp"> | ||
//basic steps needed to create | //basic steps needed to create | ||
//and display a screen object | //and display a screen object | ||
Line 27: | Line 30: | ||
position(o2,80,120); | position(o2,80,120); | ||
draw(o2); | draw(o2); | ||
</ | </syntaxhighlight> | ||
== Technical Information == | == Technical Information == | ||
{| border="1" cellpadding=" | {| border="1" cellpadding="5" cellspacing="5" style="border-collapse: collapse; border-style: hidden;" | ||
| '''Required interpreter version''' | |||
| Available in all AGI versions | | Available in all AGI versions | ||
|- | |- | ||
| | | '''Bytecode value''' | ||
| 33 (0x21 hex) | | 33 (0x21 hex) | ||
|} | |} | ||
== Related == | |||
* [[AGIWiki/unanimate.all|unanimate.all]] | |||
== Sources == | |||
Some of the content of this page was taken from the [[AGIWiki/AGI Studio|AGI Studio]] & [[AGIWiki/WinAGI|WinAGI]] help files. | |||
[[Category:AGIWiki/Logic Commands]] | [[Category:AGIWiki/Logic Commands]] | ||
[[Category:AGIWiki/Object and View Commands]] | [[Category:AGIWiki/Object and View Commands]] |
Latest revision as of 15:14, 25 October 2018
The animate.obj command activates a screen object.
Syntax
- animate.obj(obj oA);
Parameters
object
: an object,o0 - o255
; this object will be activated for use
Remarks
If the object number exceeds the max screen object count, usually 16, AGI will crash with a bad object number error. ( e.g. o17
)
Screen objects must be activated with the animate.obj command before it can be used in any other commands. Attempting to run commands on an unitialized screen object will generate a runtime error.
If you call the animate.obj command on an objedct that is already activated, the command is ignored.
Example
//basic steps needed to create
//and display a screen object
animate.obj(o2);
load.view(4);
set.view(o2,4);
position(o2,80,120);
draw(o2);
Technical Information
Related
Sources
Some of the content of this page was taken from the AGI Studio & WinAGI help files.