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  • ...ought of as the "main character" for the game. To be technically accurate, ego is the animated object that the player can control using either the keyboar ...al variables]] that exist specifically to provide useful information about ego, for example:
    1 KB (198 words) - 17:30, 14 April 2019
  • The '''program.control''' command changes the [[ego]] [[screen object]] control mode to program control instead of [[player.con ..., '''[[move.obj.v]]''' or '''[[wander]]''' command on ego will also switch ego to program control mode automatically.
    1 KB (174 words) - 21:20, 18 April 2019
  • The '''player.control''' command restores [[player control]] over the [[ego]] [[screen object]]. By default, [[ego]] ([[screen object]] o0) is controlled by the player via the [[keyboard]],
    1 KB (149 words) - 07:07, 15 April 2019
  • ...other commands. If a [[view]] is not loaded before being used in commands, AGI will generate one of several [[trappable errors]]. [[View|Views]] should be AGI adds a script entry to the [[script stack]] each time a view resource is lo
    2 KB (238 words) - 21:56, 10 April 2019
  • ...bject's movement mode to 'normal', and if the object is ego, also sets the ego to player control mode. ...ct]] '''oA''' to 'normal' [[movement mode]]. If the screen object is the [[ego]] object (o0) it also switches to [[player.control|player control]] mode.
    2 KB (309 words) - 17:24, 23 April 2019
  • ...de]] to ‘follow ego’, meaning it will always move toward the [[ego]] object (o0). follow.ego([[screen object|obj]] oA, [[number|byt]] DISTANCE, [[flag|flg]] fCAUGHT);
    3 KB (387 words) - 18:46, 30 March 2019
  • ...heap]], which may cause unexpected results, including possibly [[crashing AGI]]. <syntaxhighlight lang="agi">
    2 KB (278 words) - 19:55, 23 April 2019
  • The '''release.key''' command restores ego control keys to normal mode. ...starts, pressing and releasing a [[direction key]] starts [[ego]] moving. Ego will continue moving until a different direction key, or the 'stop' key ('5
    2 KB (225 words) - 14:35, 19 April 2019
  • The '''hold.key''' command sets the [[ego]] control keys to hold mode. ...starts, pressing and releasing a [[direction key]] starts [[ego]] moving. Ego will continue moving until a different direction key, or the 'stop' key ('5
    2 KB (224 words) - 19:41, 8 April 2019
  • '''Defines''', in [[AGI|AGI]] [[Logic Resource (AGI)|logic]], allow you to provide a proper name for the [[Variable|variables]] <syntaxhighlight lang="agi">
    2 KB (351 words) - 13:57, 30 January 2024
  • ...you know that [[AGI Ego|ego]] has gone to a new room when the background [[AGI Picture Resource|picture]] changes. ...es each room its own behavior. When the game switches to a new room, the [[AGI Flag|flag]] <code>f5</code> is set to indicate that this is the first inter
    1 KB (229 words) - 13:42, 24 March 2019
  • ...go]]''' modes, changing direction with '''set.dir''' doesn't work, because AGI will automatically change direction back to keep the object moving toward i ...'s direction, you have to change the value of [[reserved variable]] [[v6 (ego direction)]].
    2 KB (333 words) - 22:48, 20 April 2019
  • AGI does not check that object number oA is a valid object. If it is not, the <syntaxhighlight lang="agi">
    1 KB (149 words) - 17:18, 29 March 2019
  • AGI does not check that object number '''oA''' is a valid object. If it is not, <syntaxhighlight lang="agi">
    1 KB (144 words) - 21:26, 28 March 2019
  • ...mode]] of [[screen object]] '''oA''' is set to 'wander'. While wandering, AGI will randomly change the direction and distance the object travels. The dis If '''oA''' is [[ego]], it automatically switches to [[program.control|program control mode]].
    2 KB (272 words) - 19:46, 24 April 2019
  • ...of the next [[interpreter cycle]] after '''object.on.land''' is executed, AGI will [[shuffle]] the position of the object if it is currently entirely on ...erpreter cycle]] AGI automatically clears any land or water restriction on ego.
    2 KB (358 words) - 22:50, 13 April 2019
  • ...ommended that you follow this structure. Once you get more experience with AGI you might like to experiment with this a bit. <syntaxhighlight lang="agi">
    4 KB (682 words) - 16:01, 26 December 2013
  • <div align="center"><div style="font-size: 22pt">How to use the AGI Mouse 1.0 API</div><ref>http://www.agidev.com/articles/a.php?id=25</ref><br ...he mouse with extreme ease. This document shows you how to make use of the AGI Mouse 1.0 API.
    4 KB (660 words) - 19:51, 20 February 2024
  • AGI does not check that screen object number oA is a valid object. If it is not <syntaxhighlight lang="agi">
    1 KB (168 words) - 16:44, 9 April 2019
  • ...] that is used by the first [[AGI Room|room]] in the game, and a default [[AGI Inventory Object|inventory object]]. ...such as setting up the game's menus, saving and restoring, and a set of [[AGI Debugging|debugging]] commands. Without the template game, game programmers
    6 KB (993 words) - 10:27, 28 March 2019

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