Search results

From AGI Wiki
Jump to navigationJump to search
  • ...e input prompt and prevents the player from entering keyboard input on the input line. prevent.input();
    1 KB (169 words) - 20:03, 17 April 2019
  • ...t''' command displays the [[input line]] and allows a player to enter text input. accept.input();
    1 KB (181 words) - 11:11, 28 January 2022
  • The '''echo.line''' command adds the previous line of input to the current [[input line]]. ...]]. The '''echo.line''' command re-displays the previous input text on the input line.
    1 KB (212 words) - 13:12, 30 March 2019
  • ...commands provide the "brains" of AGI games. [[Logic]] scripts contain the commands that AGI uses to perform game functions, control game play and manipulate o ==[[:Category:Commands|Commands by Name]]==
    3 KB (484 words) - 19:48, 22 March 2019
  • ...n the screen, and not to use menus, show messages with the '''[[print]]''' commands, or attempt to manipulate graphics. ...een except they do not have a border, and do not clear the screen when the player presses a key.
    3 KB (437 words) - 06:58, 24 April 2019
  • The '''get.num''' command prompts the player to enter a number. ...PT''' as the [[input prompt]] and using the existing [[cursor]] character. Input is limited to three characters.
    2 KB (328 words) - 21:00, 1 April 2019
  • ...creen object]] control mode to program control instead of [[player.control|player control]]. When operating in program control mode, player input will not control [[ego]]. Instead, ego motion can be controlled just like a
    1 KB (174 words) - 21:20, 18 April 2019
  • ...oystick]] is disabled by default when AGI starts. If you want to allow the player to use a joystick, it must be enabled by using the '''init.joy''' command. ...enable and calibrate the joystick, or ESC to cancel, and disable joystick input.
    1 KB (144 words) - 23:24, 8 April 2019
  • ...s used to evaluate the input entered by the player. It returns TRUE if the player entered text that matches the pattern specified by the argument values. Test commands are only valid in an <code>if</code> statement.
    5 KB (776 words) - 12:32, 20 April 2019
  • The '''get.string''' command prompts the player to enter a [[string]] that can be manipulated in logic code. ...location for the prompt and player input, instead of using the existing [[input line]] like the '''[[get.num]]''' command does. Message '''mPROMPT''' is us
    4 KB (609 words) - 15:45, 7 April 2019
  • ...'''parse''' command parses a [[string]] as if it were text entered by the player. ...arsed]], and if all words are valid [[reserved flags|reserved flag]] [[f2 (input received)]] is set to TRUE. If an unknown word is encountered, [[reserved v
    2 KB (235 words) - 06:59, 15 April 2019
  • ...dialogue''' command affects how '''[[get.string]]''' and '''[[get.num]]''' commands operate when AGI is run on a system using a Hercules Graphics Card (HGC). ...te the same way as on other displays, meaning '''get.num''' will use the [[input line]] and '''get.string''' will display the prompt according to the row an
    2 KB (303 words) - 16:36, 30 March 2019
  • Details of mouse input on non-PC systems has not been fully explored. [[Player Input Commands]]<br />
    1 KB (165 words) - 14:07, 11 April 2019
  • ...dialogue''' command affects how '''[[get.string]]''' and '''[[get.num]]''' commands operate when AGI is run on a system using a Hercules Graphics Card (HGC). ...te the same way as on other displays, meaning '''get.num''' will use the [[input line]] and '''get.string''' will display the prompt according to the row an
    2 KB (302 words) - 16:37, 30 March 2019
  • ...command sets the location of the play area ([[visual graphic screen]]), [[input line]] and [[status line]]. ...y INPUTLINE. The default position is row 23, and most Sierra games put the input line at the bottom of the screen, sometimes on row 24.
    4 KB (587 words) - 17:12, 28 March 2019
  • ...e]] and [[Sound|sound]] resources and to receive and act on input from the player, thus determining everything that happens in the game. Each room generally * [[:Category:Logic Commands|Logic Command Reference]]
    1 KB (171 words) - 17:16, 14 April 2019
  • The [[cursor]] character (the character displayed at the end of the player [[input line]]) is set to the first character of the message referenced by argument [[Display Commands]]<br />
    961 bytes (118 words) - 22:19, 20 April 2019
  • ...move in that direction. As soon as the key is released, ego will stop. The player must hold the key down for ego to keep moving. [[Player Input Commands]]<br />
    2 KB (224 words) - 19:41, 8 April 2019
  • ...move in that direction. As soon as the key is released, ego will stop. The player must hold the key down for ego to keep moving. [[Player Input Commands]]<br />
    2 KB (225 words) - 14:35, 19 April 2019
  • [[Player Input Commands]]<br /> [[Category:Commands]]<br />
    1 KB (143 words) - 22:03, 21 April 2019

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)