29 lines
1.7 KiB
HTML
29 lines
1.7 KiB
HTML
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<HTML>
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<HEAD>
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<TITLE>Initializing objects</TITLE></HEAD>
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<BODY>
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<h1>Initializing objects</h1>
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In order to initialize a screen object you must follow these steps:<p>
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<B>1. Animate the object.</B> This is done using the <a href="animate_obj.html">animate.obj</a> command. This tells the interpreter that you want to use this object. There are a limited number of objects that the
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interpreter can use at any one time. This is set by a certain byte in the OBJECT file. There is currently no program that will edit this, but the template game allows for up to 16 objects (0-15)
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which should be enough. Also, the more objects you use the slower the interpreter will run, but it is not really noticeable on today's machines.
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<p>
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<B>2. Assign a view to the object.</B> This is done using the <a href="set_view.html">set.view</a> command. Each object must have a view assigned to it, and this is the view that is displayed on the screen wherever
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the object is. One view can be assigned to multiple screen objects. You must have the view loaded in memory before you assign it. This can be done with the <a href="load_view.html">load.view</a> command.
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<p>
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<B>3. Position the object on screen.</B> This is done using the <a href="position.html">position</a> command.</B><p>
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<B>4. Draw the object.</B> This is done using the <a href="draw.html">draw</a> command. If you do not do this the object will not be visible on screen.</B><p>
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Here is an example:<p>
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<pre>
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animate.obj(o2);
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load.view(4);
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set.view(o2,4);
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position(o2,80,120);
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draw(o2);
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</pre><p>
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This will result in an animation of view 4 being displayed at 80,120.<p>
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<B>See also</B><p>
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<p>
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<a href="objects.html">Objects</a><p>
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</BODY></HTML>
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