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  • ...enu items. Controllers are used by AGI to take specific actions based on [[keyboard input]] or [[menu]] selections or [[joystick input]]. ...ers. A controller assignment table is allocated to hold up to 50 different keyboard and joystick controller assignments. The controller assignment table is not
    6 KB (946 words) - 10:11, 11 February 2022
  • ...greater than 0, it immediately returns TRUE. If not, AGI then checks the [[keyboard buffer]]; if an ASCII value is in the buffer, that value is copied to v19, [ a simple loop to check for keyboard activity
    2 KB (338 words) - 12:03, 14 April 2019
  • The '''set.key''' command assigns a keyboard shortcut to a controller. ...I''' and '''SCAN''' code values that can be assigned, see the [[Setting Up Keyboard Shortcuts]] topic.
    1 KB (197 words) - 12:39, 21 April 2019
  • ...eturns TRUE if the controller has been activated. If more than one menu or keyboard entry is assigned to the controller, it does not matter which one is select [ create keyboard shortcuts
    2 KB (350 words) - 14:52, 21 April 2019
  • ...he same controller number; the '''disable.item''' command does not disable keyboard controllers.
    3 KB (388 words) - 13:34, 30 March 2019
  • ...e, ego is the animated object that the player can control using either the keyboard, joystick or mouse.
    1 KB (198 words) - 17:30, 14 April 2019
  • ...ault, [[ego]] ([[screen object]] o0) is controlled by the player via the [[keyboard]], [[joystick]] and/or [[mouse]].
    1 KB (149 words) - 07:07, 15 April 2019
  • ...ut''' command hides the input prompt and prevents the player from entering keyboard input on the input line.
    1 KB (169 words) - 20:03, 17 April 2019
  • String values can be changed directly by the player through keyboard input, or by converting messages or words typed by the player.
    1 KB (179 words) - 15:48, 2 August 2013
  • ...ing until a different direction key, or the 'stop' key ('5' on the numeric keyboard) is pressed.
    2 KB (224 words) - 19:41, 8 April 2019
  • ...ing until a different direction key, or the 'stop' key ('5' on the numeric keyboard) is pressed.
    2 KB (225 words) - 14:35, 19 April 2019
  • This program allows the user to play a simple scale of notes with keyboard keys. This is pretty neat. I don't know why there is the template ego who r
    2 KB (328 words) - 14:57, 7 February 2024
  • ...method used by Sierra to display the menu was to assign the ESC key to a [[keyboard controller]], which would then call the '''menu.input''' command. However,
    2 KB (354 words) - 13:33, 11 April 2019
  • :These commands deal with collecting [[player input]] via the [[keyboard]], [[joystick]], and [[mouse]]. It also includes commands for managing [[me
    3 KB (484 words) - 19:48, 22 March 2019
  • # the [[keyboard]] buffer and [[controller flag table]] are cleared;
    4 KB (596 words) - 17:56, 12 April 2019
  • * The interpreter clears the keyboard buffer. This means that if any keys were pressed and for some reason were n * The interpreter polls the keyboard and joystick to accept new input.
    10 KB (1,712 words) - 01:42, 29 December 2013
  • ...ature was insufficiently implemented, it did not indent code properly, the keyboard tab ordering was unpredictable, fields that the user didn't want to use req
    5 KB (778 words) - 18:18, 11 April 2022
  • ...bject that can be set to allow [[player.control|player control]] via the [[keyboard]], [[joystick]] and/or [[mouse]]. None of the other objects can be controll
    5 KB (864 words) - 23:30, 20 April 2019
  • Common keyboard commands:
    6 KB (910 words) - 22:00, 9 April 2019
  • ...ter, one of which (the object 0) may be controlled by the player using the keyboard; * clears the keyboard buffer;
    33 KB (5,115 words) - 19:35, 2 March 2018
  • # Clear keyboard input buffer and return to the main AGI loop. ...t is different from others in that the player may move it around using the keyboard.
    70 KB (10,906 words) - 19:35, 2 March 2018
  • * Keyboard key names are given in fixed with font (e.g. <code>ENTER</code>).
    8 KB (1,319 words) - 00:50, 3 March 2018
  • Then press the F10 key on your keyboard Then the logic will compile and your game will run.
    12 KB (1,810 words) - 19:16, 28 December 2013
  • The interpreter accepts user input using the keyboard or the mouse. The mouse can be used to set ego destination, dismiss message
    12 KB (1,601 words) - 21:36, 23 February 2024
  • ...this key. The keycodes are given in the IBM Tech Ref. in section 2 under "Keyboard Encoding and Usage", and (I think) in the BASIC manual. The following are the set.key() commands to give the keyboard map of Black Cauldron<ref>Note that the keycodes used here are machine-depe
    48 KB (7,640 words) - 20:18, 28 March 2018
  • ...ght to be able to accept input from a file of commands as well as from the keyboard, so that this script can be run automatically through.
    18 KB (3,113 words) - 15:49, 26 December 2013
  • ...he design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method
    20 KB (3,287 words) - 19:46, 22 March 2024
  • ...puzzle. One is obvious: the game advances a little. But the player at the keyboard needs a reward as well, that the game should offer something new to look at
    31 KB (5,283 words) - 15:50, 26 December 2013
  • ...iew 16. Then, when the center of the base of the cloud controlled from the keyboard is right over the house, animation of the lightning hitting from the cloud
    65 KB (10,734 words) - 19:45, 2 March 2018
  • ...found that my game will work perfectly unless I let someone else touch the keyboard while it's running. Then, pfft. The very first command one friend entered c
    148 KB (26,378 words) - 14:49, 26 December 2013