Difference between revisions of "AGIWiki/animate.obj"
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== 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 | ||
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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) | ||
|} | |} |
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.