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.
  
 
== Syntax ==
 
== Syntax ==
  
: animate.obj([[Screen objects|obj]] oA);
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animate.obj([[screen object|obj]] oA);
  
== Parameters ==
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== Remarks ==
 
 
* oA: the [[screen object]] that will be activated for use
 
  
== Remarks ==
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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.
  
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.
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== Possible Errors ==
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 ==
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If the object number exceeds the [[max screen object]] count, AGI will raise [[trappable error #13]].
  
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.
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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.
  
 
== Example ==
 
== Example ==
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<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);
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{| border="1" cellpadding="2"
 
{| border="1" cellpadding="2"
 
| style="background-color: #efefef" width="200" | '''Required Interpreter Version:'''
 
| style="background-color: #efefef" width="200" | '''Required Interpreter Version:'''
| width="175" |Available in all AGI versions
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| width="175" | Available in all AGI versions.
 
|-
 
|-
 
| style="background-color: #efefef" | '''Byte-Code Value:'''
 
| style="background-color: #efefef" | '''Byte-Code Value:'''
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|}
 
|}
  
== 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;
 
  
[[Category:Logic Commands]]
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[[Screen Object/View Commands]]<br />
[[Category:Object and View Commands]]
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[[Working with Screen Objects]]<br />

Revision as of 16:50, 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:
[ 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);

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