AGIWiki/animate.obj

From ScummVM :: Wiki
< AGIWiki
Revision as of 10:02, 25 April 2013 by Sact (talk | contribs) (Created page with "__NOTOC__ {{AGIWiki}} The '''animate.obj''' command activates a screen object. == Syntax == : animate.obj(obj oA); == Remarks == If the object nu...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search


AGIWiki


The animate.obj command activates a screen object.

Syntax

animate.obj(obj oA);

Remarks

If the object number exceeds the max screen object count, AGI will generate an 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.

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

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