TI99 Environment

CALL_PAUSEANIMATEDSPRITE and CALL_RESUMEANIMATEDSPRITE


Syntax

CALL_PAUSEANIMATEDSPRITE(sprite-number)

CALL_RESUMEANIMATEDSPRITE(sprite-number)

Description

CALL_PAUSEANIMATEDSPRITE pauses the animation of a specific sprite-number. Moving animated sprites will pause their animation sequence but will continue their current motion.

CALL_RESUMEANIMATEDSPRITE resumes the animation of a specific sprite.

  Example Code
invader$="3C7EFFD5FF4224423C7EFFABFF4224243C7ED5FFFF4224423C7EABFFFF422424"
call_char(128,invader$)
call_magnify(2)
`Define Animation sequences
call_createanimation(1,128,4,1)
call_createanimation(2,128,2,1)
call_createanimation(3,129,2,1)
call_createanimation(4,128,3,1)
call_createanimation(5,129,3,1)
call_screen(2)
invadersprite = 450 : numaliens = 0 
`Create sprites
xspeed = 1
for invadery = 0 to 7
for invaderx = 0 to 13   
      call_sprite(invadersprite + numaliens,128,3,10 + 22 * invadery,1 + 18 * invaderx,0,xspeed * 3)
      inc numaliens
   next invaderx
   inc xspeed
next invadery
randomize hitimer()
`Animate sprites using random animation sequences
for i = 1 to numaliens
   call_colorsprite(i + invadersprite - 1,rnd(11)+3) 
   MDelay = rnd(500) + 100   
   call_createanimatedsprite(i + invadersprite - 1,rnd(4)+1,MDelay)       
next
sprnum = invadersprite
`Pause Animation of individual sprites at the press of a key
while sprnum < invadersprite + numaliens
   tiwaitkey()   
   call_magnifysprite(sprnum,1)
   call_colorsprite(sprnum,16)
   CALL_PAUSEANIMATEDSPRITE(sprnum)
   inc sprnum
endwhile
call_screen(8)
tiwaitkey()
call_screen(2)
`Resume all previous Animations
for i = 0 to numaliens 
   call_colorsprite(i + invadersprite,rnd(11)+3)
   CALL_RESUMEANIMATEDSPRITE(i + invadersprite)
next
tiwaitkey()
end

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Copyright © Carlos Santiago Lebron - TI99 Environment 2020