Difference between revisions of "AGIWiki/shake.screen"
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The '''shake.screen''' command shakes the screen a specified number of times. | The '''shake.screen''' command shakes the screen a specified number of times. | ||
== Syntax == | |||
shake.screen(byt shakeCount); | shake.screen(byt shakeCount); | ||
== Remarks == | |||
The screen is shaken <code>shakeCount</code> times. The screen is "shaken" by moving the entire screen image around on the monitor to give a violent tremor effect. | The screen is shaken <code>shakeCount</code> times. The screen is "shaken" by moving the entire screen image around on the monitor to give a violent tremor effect. |
Revision as of 09:49, 25 April 2013
The shake.screen command shakes the screen a specified number of times.
Syntax
shake.screen(byt shakeCount);
Remarks
The screen is shaken shakeCount
times. The screen is "shaken" by moving the entire screen image around on the monitor to give a violent tremor effect.
Do not use a value of 0, as this causes the screen to shake indefinitely, and never returns control back to the interpreter.
AGIPAL
Note: although shaking the screen 100 or more times is not recommended (because the screen will shake for a long time), it should be noted that the shake.screen
command is altered if you are using AGIPAL so that any value between 100 and 109 changes the game's palette instead of shaking the screen.
Parameters
shakeCount
: a number, 0-255, specifying how many times to shake the screen
Possible errors
- Some interpreters, such as NAGI, do not support the
shake.screen
command and will do nothing if the command is issue. It is safe to issue the command on these interpreters, but it will be ignored. - Specifying a value of 0 for
shakeCount
appears to make the screen shake forever.
Examples
The following code will shake the screen five times whenever the player enters this room:
<syntax type = "C++">
#include "defines.txt"
if (new_room) { load.pic(room_no); draw.pic(room_no); discard.pic(room_no);
draw(ego); show.pic();
shake.screen(5); }
</syntax>
Technical Information
Required interpreter version | Available in all AGI versions |
Bytecode value | 110 (0x6E hex) |