Difference between revisions of "Animate.obj"

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The '''animate.obj''' command tells the interpreter to activate the specified object. An object must be activated in the current room before it can be used.
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The '''animate.obj''' command initializes a [[screen object]] so it can be used on screen.
  
<code>animate.obj(object);</code>
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== Syntax ==
  
== Parameters ==
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animate.obj([[screen object|obj]] oA);
  
* <code>object</code>: an object, <code>o0-o255;</code> this object will be activated for use ('''note:''' the [[AGI Studio Template Game]] supports only <code>o0-o15</code>)
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== Remarks ==
  
== Possible errors ==
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[[Screen object|Screen objects]] must be initialized with the '''animate.obj''' command before they can be used in any other commands. When a [[screen object]] is initialized it is enabled for [[updating]] and [[cycling]] by default. If you call the '''animate.obj''' command on an object that is already initialized, the command is ignored.
  
* if you specify an [[Animated Object|object]] that is outside the range specified in the [[OBJECT file]], the game will crash with a [[bad object number error]] (note: in the AGI Studio Template Game, the maximum number of objects is 16, meaning that <code>o0</code> through <code>o15</code> are valid; if you specify <code>o16</code>, then this error will occur)
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== Possible Errors ==
  
== Examples ==
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If the object number exceeds the [[max screen object]] count, AGI will raise [[trappable error #13]].
  
The following example activates object 3 and assigned VIEW.035 to it:
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Most commands that are run on an uninitialized screen objects are just ignored by AGI, but some of them can result in interactions with invalid data.
  
<div class="CodeBlockHeader">Code:</div>
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== Example ==
<syntaxhighlight lang="agi">
 
animate.obj(o3);
 
load.view(35);
 
set.view(o3, 35);
 
</syntaxhighlight>
 
  
 
<div class="CodeBlockHeader">Code:</div>
 
<div class="CodeBlockHeader">Code:</div>
 
<syntaxhighlight lang="agi">
 
<syntaxhighlight lang="agi">
//basic steps needed to create
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[ basic steps needed to create
//and display a screen object
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[ and display a screen object
 
animate.obj(o2);
 
animate.obj(o2);
 
load.view(4);
 
load.view(4);
Line 33: Line 28:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
&nbsp;
 
== Syntax ==
 
 
: animate.obj([[Screen objects|obj]] oA);
 
 
== Remarks ==
 
 
If the object number exceeds the [[Screen objects#Maximum screen objects|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 uninitialized screen object will generate a runtime error.
 
 
If you call the '''animate.obj''' command on an object that is already activated, the command is ignored.
 
 
&nbsp;
 
 
== Technical Information ==
 
== Technical Information ==
  
 
{| border="1" cellpadding="2"
 
{| border="1" cellpadding="2"
| style="background-color: #efefef" | '''Required interpreter version'''
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| style="background-color: #efefef" width="200" | '''Required Interpreter Version:'''
| Available in all AGI versions
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| width="175" | Available in all AGI versions.
 
|-
 
|-
| style="background-color: #efefef" | '''Bytecode value'''
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| style="background-color: #efefef" | '''Byte-Code Value:'''
 
| 33 (0x21 hex)
 
| 33 (0x21 hex)
 
|}
 
|}
  
== See also ==
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== See Also ==
 
 
* [[unanimate.all]]
 
* [[Object|Objects]]
 
 
 
== Sources ==
 
 
 
Some of the text in this article comes from the [[AGI Studio]] help file.
 
  
&nbsp;
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[[Screen Object/View Commands]]<br />
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[[Working with Screen Objects]]<br />
  
[[Category:Logic Commands]]
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[[Category:Commands]]
[[Category:Object and View Commands]]
 

Latest revision as of 17:05, 23 March 2019

The animate.obj command initializes a screen object so it can be used on screen.

Syntax

animate.obj(obj oA);

Remarks

Screen objects must be initialized with the animate.obj command before they can be used in any other commands. When a screen object is initialized it is enabled for updating and cycling by default. If you call the animate.obj command on an object that is already initialized, the command is ignored.

Possible Errors

If the object number exceeds the max screen object count, AGI will raise trappable error #13.

Most commands that are run on an uninitialized screen objects are just ignored by AGI, but some of them can result in interactions with invalid data.

Example

Code:

<syntaxhighlight lang="agi"> [ 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); </syntaxhighlight>

Technical Information

Required Interpreter Version: Available in all AGI versions.
Byte-Code Value: 33 (0x21 hex)

See Also

Screen Object/View Commands
Working with Screen Objects