AGI Command Reference - Object Motion Control Commands
Tutorials and Guides Table of Contents
AGI Command Reference Index
The following commands can be given to the object included in the interpreter control list with animate_obj:
set.horizon(n);
Set the horizon to y = n.
ignore.horizon(n);
Object n moves regardless of the horizon position.
observe.horizon(n);
Object n cannot move above the horizon.
block(x1, y1, x2, y2);
Sets a rectangular area (block).
(x1, y1) ------------------ | | | | | | ------------------ (x2, y2)
unblock();
Cancels previously set block.
ignore.blocks(n);
Object n moves ignoring conditional barriers (pixels with priority 1) and a block set with a block command.
observe.blocks(n);
Object n may not cross conditional barriers or leave the block.
ignore.objs(n);
Object n moves regardless of positions of other objects.
observe.objs(n);
Object n treats other objects as obstacles.
player.control();
The player is allowed to control EGO (object number 0) using the keyboard or the joystick.
program.control();
The player is not allowed to control object 0 (EGO).
stop.motion(n);
Motion of object n is stopped. If n = 0, program_control is automatically executed.
start.motion(n);
Motion of object n is started. If n = 0 (EGO), player_control automatically executed.
step.size(n, m);
Var(n) determines the number of pixels the object n moves each step.
step.time(n, m);
Var(n) determines the speed of object n motion: delay in the interpreter cycles between consecutive steps. If Var(m) = 1, step occurs on every cycle.
move.obj(n, x, y, s, m); move.obj.v(n, x, y, s, m);
Object n is told to move to the point x,y (or Var(x), Var(y)) by s pixels every step. When the destination is reached, Flag(m) is set to 1. If n = 0 (EGO), program_control is executed automatically.
follow.ego(n, s, m);
Object n is told to chase object 0 (EGO) by s pixels every step. When EGO's and the object's coordinates become equal, Flag(m) is set to 1.
wander(n);
Object n randomly changes the direction of its motion (wanders). If n = 0 (EGO), program_control is issued automatically.
normal.motion(n);
Special object motion mode is canceled. The object continues to move in the direction it was moving in at the time the command was issued.
set.dir(n, m);
Object n is told to move in the direction Var(m)
1 8 | 2 \ | / \ | / 7 ------------- 3 0 - stop / | \ / | \ 6 | 4 5
get.dir(n, m);
Direction of object n motion is stored in Var(m).
object.on.water(n);
Object n is allowed to be only in the area where its base line is completely on pixels with priority 3 (water surface).
object.on.land(n);
Object n is not allowed to touch pixels of water surface (priority 3).
object.on.anything(n);
Motion restrictions previously set on the object n with commands object_on_water or object_on_land are cancelled.
reposition(n, dx, dy);
Object n jumps from its current location into the location with coordinates x + Var(dx), y + Var(dy).
Notes:
Shouldn't there be reposition and reposition.v?
There should be, but they don't exist.
reposition.to(n, x, y); reposition.to.v(n, x, y);
Similar to the preceding command, but the object is moved to the point x, y (Var(x),Var(y)).
stop.update(n);
Object n is removed from the list of objects updated by the interpreter on each step. The object stays on the screen unchanged.
start.update(n);
Object n is redrawn on each interpreter step.
force.update(n);
Object n is redrawn immediately, without waiting for the end of the interpreter cycle.
distance(n, m, d);
If both objects n and m are on the screen, then
Var(d) = ABS(x(n) - x(m)) + ABS(y(n) - y(m)), otherwise
Var(d) = 255.
Tutorials and Guides Table of Contents
AGI Command Reference Index
< Previous: Object Description CommandsNext: Inventory Item Management Commands >