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- ...'''ignore.objs''' command allows a [[screen object]] to move through other objects. ...mmand allows a [[screen object]] to ignore and pass onto and through other objects.1 KB (203 words) - 21:15, 8 April 2019
- The '''unanimate.all''' command deactivates all screen objects. ...l objects will no longer be updated, moved or cycled on screen. This means objects must be re-[[animate.obj|initialized]] before they can be used again.1 KB (203 words) - 18:10, 24 April 2019
- ...observe.objs''' command prevents a screen object from moving through other objects. If [[screen object]] '''oA''' was previously set to ignore other objects (using the '''[[ignore.obj]]''' command), the '''observe.objs''' command re1 KB (183 words) - 17:32, 14 April 2019
- The '''force.update''' command redraws all screen objects immediately, without waiting until the start of the next interpreter cycle. ...ter cycle]]. The '''force.update''' command tells AGI to redraw all screen objects immediately. Screen bjects will also be redrawn at the end of the next [[in1 KB (216 words) - 09:42, 31 March 2019
- [[Category:AGI Pages]] <div align="center" style="font-size: 22pt">AGI Game Specific Files</div>2 KB (319 words) - 20:44, 1 June 2024
- The '''distance''' command calculates the distance between two [[screen objects]], and stores the result in a [[variable]]. ...ulated in NOT the shortest straight line between the two objects. Instead, AGI uses the following formula:2 KB (243 words) - 11:23, 30 March 2019
- [[Screen object|Screen objects]] must be initialized with the '''animate.obj''' command before they can be If the object number exceeds the [[max screen object]] count, AGI will raise [[trappable error #13]].1 KB (193 words) - 17:05, 23 March 2019
- ...n still move about the screen, and it will cause [[collisions]] with other objects - it will just be invisible. ...t AGI tests against to determine if an object gets added to the screen. So objects with priority greater than 22 never get drawn.4 KB (559 words) - 19:08, 21 April 2019
- ...n still move about the screen, and it will cause [[collisions]] with other objects - it will just be invisible. ...t AGI tests against to determine if an object gets added to the screen. So objects with priority greater than 22 never get drawn.4 KB (579 words) - 19:28, 21 April 2019
- ...Each screen object must be initialized, assigned a loaded [[View Resource (AGI)|view]] resource, positioned on the screen and then drawn in order to appea Screen objects are represented in source code by the letter 'o' and their index number (i.5 KB (864 words) - 23:30, 20 April 2019
- ...animation frame. The term itself comes from film animation where animated objects are drawn on transparent plastic sheets and placed over a static background ...)|picture resource]], is drawn. On top of this, [[Animated Object|animated objects]] are drawn using cels, which are bitmap images (see note below) with a des2 KB (254 words) - 17:08, 14 April 2019
- ...interaction of [[screen object]]s with the background [[Picture Resource (AGI)|picture]]. <syntaxhighlight lang="agi">1 KB (200 words) - 21:08, 22 April 2019
- <div align="center"><span style="font-size: 22pt">AGI Logic Command Reference</span><br /></div> ...a scripting language that can be compiled into pseudo-code, which is what AGI reads during game play.3 KB (484 words) - 19:48, 22 March 2019
- ...s to 'jump' over a block if their [[step.size|step size]] is large enough. AGI uses the leftmost pixel of a screen object's baseline to compare to the blo ...must''' be less than Y2, or the block will always be ignored by all screen objects.3 KB (397 words) - 11:04, 24 March 2019
- The default behavior for [[screen object|screen objects]] is to observe [[block|blocks]]. Use the '''ignore.blocks''' command to al In addition to ignoring blocks, this command will also cause objects to ignore conditional [[control lines]] (pixels with [[priority]] of 1 on t2 KB (201 words) - 20:07, 8 April 2019
- [[AGI Studio Help File]] * [[Moving Objects]]523 bytes (66 words) - 14:01, 30 January 2024
- [[Category:AGI Pages]] The default height of the base band when AGI starts is 48 (pixel rows 0 - 47). This arrangement works well for most [[ro2 KB (222 words) - 11:11, 28 January 2022
- ...type refers to the items that are listed in the game's [[OBJECT File (AGI)|AGI OBJECT file]]. ...item to a single question mark does not appear to be required. Most [[Fan AGI Release List|fan games]] continue using the question mark for item 0 and an761 bytes (128 words) - 13:58, 30 January 2024
- ...heap]], which may cause unexpected results, including possibly [[crashing AGI]]. <syntaxhighlight lang="agi">2 KB (334 words) - 20:34, 23 April 2019
- ...ry item. It also has a byte that determines the maximum number of Animated Objects. ...at most object files are encrypted. I say most because some of the earlier AGI games were not, in which case you can skip to the next section. Those that2 KB (388 words) - 11:22, 26 March 2019