Difference between revisions of "AGIWiki/animate.obj"
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== 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) | ||
|} | |} |
Revision as of 14:43, 21 February 2016
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
<syntax type = "C++"> //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); </syntax>
Technical Information
Related
Sources
Some of the content of this page was taken from the AGI Studio & WinAGI help files.