Category:Game Characters by Dylan Skirvin and AGI Command Reference - Picture Resource Management Commands: Difference between pages
m 1 revision imported |
sierraw>Andrew Branscom |
||
Line 1: | Line 1: | ||
[[Category:AGI Pages]] | |||
[[AGI Command Reference|AGI Command Reference Index]]<br /> | |||
=== | <div align="center"> | ||
Page: | |||
[[AGI Command Reference - Arithmetic Commands|1]] | | |||
[[AGI Command Reference - Commands to Load and unLoad Resources|2]] | | |||
[[AGI Command Reference - Program Control Commands|3]] | | |||
[[AGI Command Reference - Object Control Commands|4]] | | |||
[[AGI Command Reference - Object Description Commands|5]] | | |||
[[AGI Command Reference - Object Motion Control Commands|6]] | | |||
[[AGI Command Reference - Inventory Item Management Commands|7]] | | |||
[[AGI Command Reference - Picture Resource Management Commands|8]] | | |||
[[AGI Command Reference - Sound Resource Management Commands|9]] | | |||
[[AGI Command Reference - Text Management Commands|10]] | | |||
[[AGI Command Reference - String Management Commands|11]] | | |||
[[AGI Command Reference - Initialization Commands|12]] | | |||
[[AGI Command Reference - Menu Management Commands|13]] | | |||
[[AGI Command Reference - Test Commands|14]] | | |||
[[AGI Command Reference - Other Commands|15]] | | |||
[[AGI Command Reference - Unknown Commands|16]] | |||
</div><br /> | |||
<div align="center"><span style="font-size: 22pt">Picture Resource Management Commands</span><br /> | |||
''By [[agiw:Chris Cromer|Chris Cromer]]''</div> | |||
| | ||
<!--[[ | |||
The following commands operate on picture resources (3D props), prepared using PM editor and loaded in the interpreter memory using load_pic: | |||
== <br />draw.pic(n); == | |||
<blockquote> | |||
A picture resource number i, where i is the value of Var(n) is executed. As the result, the background picture is created in the internal buffer of the interpreter. Before execution, the buffer is cleared, i.e. all pixels are set to color 15 and priority 4.</blockquote> | |||
== overlay.pic(n); == | |||
<blockquote>Just like the above, only the internal buffer is not cleared before drawing. Picture(Var(n)) is drawn over the existing picture.</blockquote> | |||
== add.to.pic(a, b, c, d, e, f, g); add.to.pic.v(a, b, c, d, e, f, g); == | |||
<blockquote>A picture of a View resource is added to the background as its component. Typically, this is used to add small complicated details which would require too many picture resource commands to draw. | |||
Parameters are:<br /> | |||
<br /> | |||
:a ( Var(a) ) - number of the View resource; | |||
:b ( Var(b) ) - loop number; | |||
:c ( Var(c) ) - cel number; | |||
:d ( Var(d) ) - x coordinate; | |||
:e ( Var(e) ) - y coordinate; | |||
:f ( Var(f) ) - priority; | |||
:g ( Var(g) ) - margin.<br /> | |||
<br /> | |||
If margin is 0, 1, 2, or 3, the base of the cel is surrounded with a rectangle of the corresponding priority. If margin > 4, this extra margin is not shown.</blockquote> | |||
== show.pic(); == | |||
<blockquote>Shows internal buffer on the screen. | |||
ATTENTION! Please use the following sequence of commands when loading picture resources in the interpreter memory:<br /> | |||
<br /> | |||
:load.pic(n); | |||
:draw.pic(n); | |||
:discard.pic(n); | |||
:............. | |||
:show.pic; | |||
<br /> | |||
Any other order may crash the interpreter without any diagnostic messages.</blockquote> | |||
| |||
==<br /> References == | |||
<references /> | |||
==<br /> Also See == | |||
* | |||
| |||
<div align="center"> | |||
Page: | |||
[[AGI Command Reference - Arithmetic Commands|1]] | | |||
[[AGI Command Reference - Commands to Load and unLoad Resources|2]] | | |||
[[AGI Command Reference - Program Control Commands|3]] | | |||
[[AGI Command Reference - Object Control Commands|4]] | | |||
[[AGI Command Reference - Object Description Commands|5]] | | |||
[[AGI Command Reference - Object Motion Control Commands|6]] | | |||
[[AGI Command Reference - Inventory Item Management Commands|7]] | | |||
[[AGI Command Reference - Picture Resource Management Commands|8]] | | |||
[[AGI Command Reference - Sound Resource Management Commands|9]] | | |||
[[AGI Command Reference - Text Management Commands|10]] | | |||
[[AGI Command Reference - String Management Commands|11]] | | |||
[[AGI Command Reference - Initialization Commands|12]] | | |||
[[AGI Command Reference - Menu Management Commands|13]] | | |||
[[AGI Command Reference - Test Commands|14]] | | |||
[[AGI Command Reference - Other Commands|15]] | | |||
[[AGI Command Reference - Unknown Commands|16]] | |||
</div> | |||
[[AGI Command Reference|AGI Command Reference Index]] | |||
<span style="float: left">[[AGI Command Reference - Inventory Item Management Commands|< Previous: Inventory Item Management Commands]]</span><span style="float: right">[[AGI Command Reference - Sound Resource Management Commands|Next: Sound Resource Management Commands >]]</span> | |||
[[Category:Technical Info]] | |||
[[Category:References]] | |||
[[Category:AGI References]] | |||
[[Category:AGI Logic]] | |||
[[Category:AGI Commands]] | |||
[[Category:AGI Picture Resources]] |
Revision as of 15:33, 28 January 2022
The following commands operate on picture resources (3D props), prepared using PM editor and loaded in the interpreter memory using load_pic:
draw.pic(n);
A picture resource number i, where i is the value of Var(n) is executed. As the result, the background picture is created in the internal buffer of the interpreter. Before execution, the buffer is cleared, i.e. all pixels are set to color 15 and priority 4.
overlay.pic(n);
Just like the above, only the internal buffer is not cleared before drawing. Picture(Var(n)) is drawn over the existing picture.
add.to.pic(a, b, c, d, e, f, g); add.to.pic.v(a, b, c, d, e, f, g);
A picture of a View resource is added to the background as its component. Typically, this is used to add small complicated details which would require too many picture resource commands to draw.
Parameters are:
- a ( Var(a) ) - number of the View resource;
- b ( Var(b) ) - loop number;
- c ( Var(c) ) - cel number;
- d ( Var(d) ) - x coordinate;
- e ( Var(e) ) - y coordinate;
- f ( Var(f) ) - priority;
- g ( Var(g) ) - margin.
If margin is 0, 1, 2, or 3, the base of the cel is surrounded with a rectangle of the corresponding priority. If margin > 4, this extra margin is not shown.
show.pic();
Shows internal buffer on the screen.
ATTENTION! Please use the following sequence of commands when loading picture resources in the interpreter memory:
- load.pic(n);
- draw.pic(n);
- discard.pic(n);
- .............
- show.pic;
Any other order may crash the interpreter without any diagnostic messages.
References
Also See
< Previous: Inventory Item Management CommandsNext: Sound Resource Management Commands >
This category currently contains no pages or media.