Difference between revisions of "New.room"

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* v0 (room number) is assigned roomNumber
 
* v0 (room number) is assigned roomNumber
 
* v16 (ego view number) is set to the [[VIEW Resource|view]] number assigned to [[ego]].
 
* v16 (ego view number) is set to the [[VIEW Resource|view]] number assigned to [[ego]].
* The [[LOGIC Resource|logic]] for the new room is loaded (logic roomNumber).
+
* The [[Logic Resource|logic]] for the new room is loaded (logic roomNumber).
 
* If ego was touching an [[Screen Edges|edge of the screen]], it is placed on the opposite side.
 
* If ego was touching an [[Screen Edges|edge of the screen]], it is placed on the opposite side.
 
* [[Flag]] 5 (new room flag) is [[set]] (the flag is [[reset]] after the first cycle in the new room).
 
* [[Flag]] 5 (new room flag) is [[set]] (the flag is [[reset]] after the first cycle in the new room).
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== Possible errors ==
 
== Possible errors ==
  
* the [[LOGIC Resource|logic resource]] must exist, or the game will crash with a [[Logic Not Found Error |logic not found error ]]
+
* the [[Logic Resource|logic resource]] must exist, or the game will crash with a [[Logic Not Found Error |logic not found error ]]
  
  

Revision as of 15:53, 28 December 2013

The new.room command switches the game to a new room. There is an indirect version of this command called new.room.v.

new.room(roomNumber);

The following things happen automatically when this command is issued:

  • All objects are unanimated.
  • All resources except logic 0 are discarded (removed from memory).
  • The player.control command is executed.
  • The unblock command is executed.
  • The horizon is set to 36.
  • v1 (previous room number) is set to the value of v0 (room number)
  • v0 (room number) is assigned roomNumber
  • v16 (ego view number) is set to the view number assigned to ego.
  • The logic for the new room is loaded (logic roomNumber).
  • If ego was touching an edge of the screen, it is placed on the opposite side.
  • Flag 5 (new room flag) is set (the flag is reset after the first cycle in the new room).
  • Execution jumps to the start of logic 0.

 

Parameters

For new.room

  • roomNumber: a number, 0-255, specifying which room to switch to


For new.room.v

  • roomNumber: a variable, v0-v255, whose value specifies which room to switch to


Possible errors


Examples

The following code goes to room 25 if ego is touching the left edge of the screen:

Code:

<syntaxhighlight lang="agi">

  1. define ego_edge_code v2
  2. define left_edge 4

if (ego_edge_code == left_edge) {

   new.room(25);

} </syntaxhighlight>

The next example accomplishes the same task with new.room.v:

Code:

<syntaxhighlight lang="agi">

  1. define ego_edge_code v2
  2. define left_edge 4

if (ego_edge_code == left_edge) {

  v202 = 25;
  new.room.v(v202);

} </syntaxhighlight>

See also

Sources

Some of the text in this article is taken from the AGI Studio help file.