Difference between revisions of "Animate.obj"
Line 42: | Line 42: | ||
[[Screen Object/View Commands]]<br /> | [[Screen Object/View Commands]]<br /> | ||
[[Working with Screen Objects]]<br /> | [[Working with Screen Objects]]<br /> | ||
+ | |||
+ | [[Category: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
<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) |