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AGI Command Reference

This is a tutorial for AGI Programming if you have any questions post them at http://www.agigames.com/site.php

Thanks to the Sarien team and to Nick Sonneveld for some info on the unknown commands.

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X TEXT MANAGEMENT COMMANDS

prevent.input();

Prevents the user from entering anything using the keyboard.

accept.input();

Allows the user to enter text using the keyboard.

print(n); print.v(n);

Opens a text window in the centre of the screen, where a message number n (or Var(n)) from the messages field of the current LOGIC resource is displayed. Output mode is determined by Flag(15).
The message is a NULL-terminated string of text. In addition to letters, digits, and other symbols, the string may contain:
- Newline character (0Ah);
- Format element:
· %v - at this place the output will include a decimal value of variable with the given number.
· %m - the text of the message with the given number is inserted at this place.
· %0 - the name of the item with the given number is inserted at this place.
· %w - a vocabulary word with the given number is inserted at this place.
· %s - a string variable with the given number is inserted at this place.
· %g - a message with this number from message field of Logic(0) is inserted at this place.
For v format, you can add a vertical line and a number of characters the output should take. In this case leading zeros are not suppressed in the output. Example: %v34 | 2 When you write your messages, remember that the interpreter wraps the text between the lines as needed when the message is displayed.

display(R, C, N); display.v(R, C, N);

Prints a message number N (Var(N)) in the row R (Var(R)), starting with the column C (Var(C)). No window is created, so it is up to the programmer to erase the output when it is no longer needed.

print.at(n, x, y, l); print.at.v(n, x, y, l);

Analogous to print but the programmer can specify the window location. x, y, and l are constants specifying coordinates of the top left corner of the window and its width in character cells of a 40x25 screen.

version();

Prints interpreter version in the centre of the screen.

text.screen();

The screen switches to the text mode 40x25.

graphics();

The screen returns to the graphics mode. The picture on the screen is restored.

set.cursor.char(n);

First byte of the message n is user as a text mode cursor.

set.text.attribute(F, B);

Sets foreground and background colours for display, get_num, and get_string commands.

clear.lines(n, m, C);

Clears text lines from n to m using colour C.

clear.text.rect(x1, y1, x2, y2, C);

Clears a rectangular area with top left corner coordinates (x1,y1) and bottom right coordinates (x2,y2) using colour C.

status.line.on();

Shows the status line containing the current score and sound status (on/off).

status.line.off();

Removes the status line.

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