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. | 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. | ||
− | + | == Syntax == | |
+ | |||
+ | : animate.obj([[Screen objects|obj]] oA); | ||
== Parameters == | == Parameters == | ||
− | * | + | * oA: the [[screen object]] that will be activated for use |
+ | |||
+ | == Remarks == | ||
+ | |||
+ | Screen objects must be initialized with the '''animate.obj''' command before they can be used in any other commands. 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. | ||
+ | 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 == | == Possible errors == | ||
− | + | If the object number exceeds the [[Screen objects#Maximum screen objects|max screen object]] value (specified in the [[OBJECT File]]), AGI will raise [[trappable error]] #13. | |
== Example == | == Example == | ||
+ | |||
<div class="CodeBlockHeader">Code:</div> | <div class="CodeBlockHeader">Code:</div> | ||
<syntaxhighlight lang="agi"> | <syntaxhighlight lang="agi"> | ||
Line 23: | Line 32: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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== Technical Information == | == Technical Information == | ||
{| border="1" cellpadding="2" | {| border="1" cellpadding="2" | ||
− | | style="background-color: #efefef" | '''Required | + | | style="background-color: #efefef" width="200" | '''Required Interpreter Version:''' |
− | | Available in all AGI versions | + | | width="175" |Available in all AGI versions |
|- | |- | ||
− | | style="background-color: #efefef" | ''' | + | | style="background-color: #efefef" | '''Byte-Code Value:''' |
| 33 (0x21 hex) | | 33 (0x21 hex) | ||
|} | |} |
Revision as of 19:57, 21 March 2019
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.
Syntax
- animate.obj(obj oA);
Parameters
- oA: the screen object that will be activated for use
Remarks
Screen objects must be initialized with the animate.obj command before they can be used in any other commands. 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. 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 value (specified in the OBJECT File), AGI will raise trappable error #13.
Example
<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
Sources
Some of the text in this article comes from the AGI Studio help file.