Difference between revisions of "AGIWiki/animate.obj"

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== Technical Information ==
== Technical Information ==

{| border="1" cellpadding="2"
{| border="1" cellpadding="5" cellspacing="5" style="border-collapse: collapse; border-style: hidden;"  
| style="background-color: #efefef" | '''Required interpreter version'''
| '''Required interpreter version'''
| Available in all AGI versions
| Available in all AGI versions
| style="background-color: #efefef" | '''Bytecode value'''
| '''Bytecode value'''
| 33 (0x21 hex)
| 33 (0x21 hex)

Revision as of 14:43, 21 February 2016


Object and View Commands

The animate.obj command activates a screen object.


animate.obj(obj oA);


  • object: an object, o0 - o255; this object will be activated for use


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.


<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

Required interpreter version Available in all AGI versions
Bytecode value 33 (0x21 hex)



Some of the content of this page was taken from the AGI Studio & WinAGI help files.