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ivan-mogilko edited this page Apr 4, 2024 · 60 revisions

Object functions and properties

Object.Animate

(Formerly known as AnimateObject, which is now obsolete)
(Formerly known as AnimateObjectEx, which is now obsolete)

Object.Animate(int loop, int delay, optional RepeatStyle,
               optional BlockingStyle, optional Direction, optional int frame, optional int volume)

Starts the object animating, using loop number LOOP of its current view, and optionally starting at FRAME. The overall speed of the animation is set with DELAY, where 0 is the fastest, and increasing numbers mean slower. The delay for each frame is worked out as DELAY + FRAME SPD, so the individual frame speeds are relative to this overall speed.

The RepeatStyle parameter sets whether the animation will continuously repeat the cycling through the frames. This can be eOnce (or zero), in which case the animation will start from the first frame of LOOP, and go through each frame in turn until the last frame, where it will stop. If RepeatStyle is eRepeat (or 1), then when the last frame is reached, it will go back to the first frame and start over again with the animation. If RepeatStyle is 2 then it will do the animation once, but then return the graphic to the first frame and stop (whereas repeat=0 will leave the graphic on the last frame).

For blocking you can pass either eBlock (in which case the function will wait for the animation to finish before returning), or eNoBlock (in which case the animation will start to play, but your script will continue). The default is eBlock.

Direction specifies which way the animation plays. You can either pass eForwards (the default) or eBackwards.

Frame lets you specify the starting frame, which should be one of the chosen loop's frame.
Note that for compatibility reasons if direction is eBackwards the animation actually begins with the previous frame. If you pass frame 0 (the default) then it will begin with the last frame in the loop.

Volume lets you specify the relative volume in percents (0-100) of the frame-linked sounds for the duration of this animation. It's 100 by default (which means - unchanged).

You need to use SetView at some stage before this command, in order to set up the object's current view.

Example:

object[0].Animate(2, 5);
object[1].Animate(1, 3, eOnce, eBlock, eBackwards);

will animate object 0 using loop 2 of its current view, at speed 5, and play the animation once only. This happens in the background. Then, object 1 will animate backwards using loop 1 of its current view, at speed 3. The function won't return until the animation is finished.

Compatibility: Optional frame parameter is supported only by AGS 3.5.0 and later versions.
Optional volume parameter is supported only by AGS 3.6.0 and later versions.

See also: Button.Animate, Character.Animate, Object.Animating, Object.SetView, Object.StopAnimating


Object.GetAtRoomXY

static Object* Object.GetAtRoomXY(int x, int y)

Checks if there is a room object at ROOM co-ordinates (X,Y). Returns the object if there is, or null if there is not.

NOTE: When looking up for an object under coordinates, GetAtRoomXY is affected by the game setting "Pixel-perfect click detection". It's possible to change this behavior in script by changing OPT_PIXELPERFECT option (see SetGameOption).

Example:

if (Object.GetAtRoomXY(oBullet.x, oBullet.y) == oWall) {
    Display("A bullet hits the wall.");
}

will display the message if the object oBullet is over the object oWall.

Compatibility: Supported by AGS 3.5.0 and later versions.

See also: Object.GetAtScreenXY, Character.GetAtRoomXY, Hotspot.GetAtRoomXY, Region.GetAtRoomXY, Game.GetLocationName, GetLocationType


Object.GetAtScreenXY

(Formerly known as global function GetObjectAt, which is now obsolete)

static Object* Object.GetAtScreenXY(int x, int y)

Checks if there is a room object at SCREEN co-ordinates (X,Y). Returns the object if there is, or null if there is not.

NOTE: When looking up for an object under coordinates, GetAtScreenXY is affected by the game setting "Pixel-perfect click detection". It's possible to change this behavior in script by changing OPT_PIXELPERFECT option (see SetGameOption).

Example:

if (Object.GetAtScreenXY(mouse.x, mouse.y) == oRock) {
    Display("Clicked on the rock.");
}

will display the message if there is the object oRock under the mouse cursor.

See also: Object.GetAtRoomXY, Character.GetAtScreenXY, Hotspot.GetAtScreenXY, Region.GetAtScreenXY, Game.GetLocationName, GetLocationType


Object.GetByName

static Object* Object.GetByName(string scriptName)

Returns a pointer to the Object with the specified script name, or null if it does not exist.

Normally you do not need to use this, as there will be a automatically created global script variable for each Object which got a script name. Where GetByName() function may come useful is situation in which you a) do not know exact name, b) had to store object's reference in a string for some reason. Good examples of this are saving object's name in a custom property, or a file, then reading it back.

Example:

void on_event(EventType event, int data) {
  if(event == eEventEnterRoomBeforeFadein) {

    String hauntedObjectName = player.GetTextProperty("haunted-object");

    Object* hauntedObject = Object.GetByName(hauntedObjectName);
    if (hauntedObject != null) {
      // Do something special if the room has an object the player haunts
      hauntedObject.Transparency = 50;
      hauntedObject.Clickable = false;
    }
  }
}

In this example, the player has a custom property that stores the script name of room objects it's haunted by, and if a room has said object, that object becomes haunted - in the example it just becomes "ghostly": non-clickable and transparent.

Compatibility: Supported by AGS 3.6.1 and later versions.

See also: Object.ScriptName, Object.GetAtRoomXY, Object.GetAtScreenXY


Object.GetProperty

(Formerly known as GetObjectProperty, which is now obsolete)

Object.GetProperty(string property)

Returns the custom property setting of the PROPERTY for the specified object.

This command works with Number properties (it returns the number), and with Boolean properties (returns 1 if the box was checked, 0 if not).

Use the equivalent GetTextProperty function to get a text property.

Example:

if (object[0].GetProperty("Value") > 200)
    Display("Object 0's value is over 200!");

will print the message if object 0 has its "Value" property set to more than 200.

See also: Object.GetTextProperty


Object.GetTextProperty

(Formerly known as GetObjectPropertyText, which is now obsolete)
(Formerly known as Object.GetPropertyText, which is now obsolete)

String Object.GetTextProperty(string property)

Returns the custom property setting of the PROPERTY for the specified object.

This command works with Text properties only. The property's text will be returned from this function.

Use the equivalent GetProperty function to get a non-text property.

Example:

String description = object[0].GetTextProperty("Description");
Display("Object 0's description: %s", description);

will retrieve Object 0's "description" property then display it.

See also: Object.GetProperty


Object.SetProperty

bool Object.SetProperty(const string property, int value)

Sets the new value for the custom property for the specified room object. Returns TRUE if such property exists and FALSE on failure.

This command works with Number properties (it sets the numeric value), and with Boolean properties (sets FALSE is value is equal to 0, or TRUE otherwise).

Use the equivalent SetTextProperty function to set new text property value.

Example:

oTable.SetProperty("ItemCapacity", 5);

will change Table's "ItemCapacity" custom property to 5.

Compatibility: Supported by AGS 3.4.0 and later versions.

See also: Object.SetTextProperty


Object.SetTextProperty

void Object.SetTextProperty(const string property, const string value)

Sets the new value text for the custom property for the specified room object.

This command works with Text properties only. The property's text will be changed to new value.

Use the equivalent SetProperty function to set a non-text property.

Example:

oTable.SetTextProperty("Description", "A dull furniture");

will change table's "description" property.

Compatibility: Supported by AGS 3.4.0 and later versions.

See also: Object.SetProperty


Object.IsCollidingWithObject

(Formerly known as AreObjectsColliding, which is now obsolete)

bool Object.IsCollidingWithObject(Object* obj2)

Checks if the specified object and OBJ2 are touching each other. Returns true if they are, and false if they are not.

NOTE: This function only performs a rectangular check, even when pixel-perfect click detection is turned on.

Example:

if (object[2].IsCollidingWithObject(object[3]))
{
    Display("object 2 and 3 are colliding!");
}

will display the message if the objects 2 and 3 are colliding.

See also: AreThingsOverlapping


Object.IsInteractionAvailable

Object.IsInteractionAvailable(CursorMode)

Checks whether there is an event handler defined for activating the room object in cursor mode MODE.

This function is very similar to RunInteraction, except that rather than run the event handler script function, it simply returns true if something would have happened, or false if unhandled_event would have been run.

Example:

if (oDoor.IsInteractionAvailable(eModeInteract) == 0)
    Display("interacting with this door would not do anything.");

Compatibility: Supported by AGS 3.4.0 and later versions.

See also: IsInteractionAvailable, Object.RunInteraction


Object.MergeIntoBackground

(Formerly known as MergeObject, which is now obsolete)

Object.MergeIntoBackground()

Merges the object into the background scene for this room. This means that the object's image will be painted onto the room background and then object is turned off permanently (will no longer be displayed and may not be interacted with). This is a 1-way operation - once the object has been merged, it cannot be changed back. Therefore you should only use this function if a game event has occurred that means the room is permanently changed.

NOTE: this is an old function that was meant primarily for optimizing the game on ancient computers. Today it is not necessary. If you desire to make object not-interactable, the good solution is to make it not-clickable by setting Object.Clickable property to false. Similar effect may be achieved by painting object's graphic onto the room background using its DrawingSurface, and then setting Object.Visible to false.

NOTE: objects can only be merged if the object graphic was imported at the same color depth as the background graphic.

Example:

object[3].MergeIntoBackground();

will merge the object's image into the room's background image and make the object unusable.


Object.Move

(Formerly known as MoveObject, which is now obsolete)
(Formerly known as MoveObjectDirect, which is now obsolete)

Object.Move(int x, int y, int speed, optional BlockingStyle,
            optional WalkWhere);

Starts the object moving from its current location to (X,Y). It will move at speed SPEED, which uses the same scale as the character Walk Speed values in the AGS Editor.

If BlockingStyle is eNoBlock (the default), then control returns to the script immediately, and the object will move in the background.

If BlockingStyle is eBlock then this command will wait for the object to finish moving before your script resumes.

If WalkWhere is eWalkableAreas (the default), then the object will attempt to get as close a possible to (X,Y) by using the room's walkable areas.

If WalkWhere is eAnywhere, then the object will simply walk directly from its current location to (X,Y), ignoring the room walkable areas.

Example:

object[2].Move(125, 40, 4, eBlock);

will move object 2 to 125,40 and return control to the player when the object gets there.

See also: Object.Moving, Character.Walk, Object.StopMoving


Object.RemoveTint

(Formerly known as RemoveObjectTint, which is now obsolete)

Object.RemoveTint()

Undoes the effects of calling Tint, and returns the object to using the room's ambient tint.

Example:

object[1].Tint(0, 250, 0, 30, 100);
Wait(40);
object[1].RemoveTint();

will tint object 1 green for a second, then turn it back to normal.

See also: Object.Tint


Object.RunInteraction

(Formerly known as RunObjectInteraction, which is now obsolete)

Object.RunInteraction(CursorMode)

Runs the event handler as if the player had clicked the mouse on the object in the current room, using the specified cursor mode.

Example:

object[3].RunInteraction(eModeInteract);

will execute the code defined in object 3's "Interact with object" event handler.

See also: Room.ProcessClick, Object.IsInteractionAvailable, Character.RunInteraction, Hotspot.RunInteraction


Object.SetLightLevel

void Object.SetLightLevel(int light_level)

Sets individual light level for this room object.

The light level is from -100 to 100.

In 8-bit games you cannot use positive light level for brightening effect, but you may still use negative values to produce darkening effect.

To disable object lighting and tinting effects, call SetLightLevel with parameter light_level 0.

NOTE: Setting a light level will disable any RGB tint set for the object.

NOTE: Object's individual light level OVERRIDES both ambient light level and local region light level.

Example:

oLamp.LightLevel = 100;

This will give the lamp maximal individual brightness.

Compatibility: Supported by AGS 3.4.0 and later versions.

See also: Object.Tint, SetAmbientLightLevel, Character.SetLightLevel, Region.LightLevel


Object.SetPosition

(Formerly known as SetObjectPosition, which is now obsolete)

Object.SetPosition(int x, int y)

Changes the object's position to (X,Y). These co-ordinates specify the lower-left hand corner of the object.

This command is equivalent to setting the object.X and object.Y separately, but provides a more convenient way of doing so.

NOTE: This command cannot be used while the object is moving.

Example:

object[2].SetPosition(50, 100);

will change object's 2 position to 50,100.

See also: Object.X, Object.Y


Object.SetView

(Formerly known as SetObjectFrame, which is now obsolete)
(Formerly known as SetObjectView, which is now obsolete)

Object.SetView(int view, optional int loop, optional int frame)

Sets the object's view to VIEW, and changes the object's graphic to FRAME of LOOP in VIEW. If you do not supply the loop or frame:

  • since AGS 3.6.0: the loop and/or frame are reset to 0;
  • in earlier versions they would be left at values they had before SetView was called.

You must use this command before calling Animate, so that AGS knows which view to animate the object with.

NOTE: prior to AGS 3.6.1 calling this function would play any sound linked to the given frame. This behavior is disabled in 3.6.1, because it's causing a duplicate sound playback when SetView is followed by Animate.

Example:

object[3].SetView(14);
object[1].SetView(5, 2, 1);

will change object 3's view to view number 14 while resetting to loop 0 and frame 0 of that view, and change object 1 to view 5, loop 2, frame 1.

See also: Object.Animate Object.Frame Object.Loop Object.View


Object.StopAnimating

Object.StopAnimating()

Stops the object from animating. It will remain on its current frame until you change it or start a new animation.

Example:

if (object[2].Animating) {
    object[2].StopAnimating();
}

will stop object 2 animating if it currently is doing so.

See also: Object.Animate, Object.Animating


Object.StopMoving

(Formerly known as StopObjectMoving, which is now obsolete)

Object.StopMoving()

Stops the object from moving. It will remain in its current position until any further commands are issued.

Example:

if (object[2].Moving) {
    object[2].StopMoving();
}

will stop object 2 moving if it currently is doing so.

See also: Object.Moving, Object.Move, Character.StopMoving


Object.Tint

(Formerly known as SetObjectTint, which is now obsolete)

Object.Tint(int red, int green, int blue,
            int saturation, int luminance)

Tints the object on the screen to (RED, GREEN, BLUE) with SATURATION percent saturation.

This function applies a tint to a specific object. For the meaning of all the parameters, see SetAmbientTint.

The tint set by this function overrides any ambient tint set for the room. For this reason, passing the SATURATION as 0 to this function does not turn it off - rather, it ensures that no tint is applied to the object (even if an ambient tint is set).

To remove the tint set by this function and return to using the ambient tint for this object, call RemoveTint.

NOTE: This function only works in hi-color games and with hi-color sprites.

Example:

object[1].Tint(0, 250, 0, 30, 100);

will tint object 1 green.

See also: Object.RemoveTint, SetAmbientTint


Object.Animating

(Formerly known as IsObjectAnimating, which is now obsolete)

readonly bool Object.Animating

Returns 1 if the specified object is currently animating.
Returns 0 if the object has finished its animation.

This property is read-only. To change object animation, use the Animate command.

Example:

object[2].Animate(5, 0);
while (object[2].Animating) Wait(1);

will animate object 2 and wait until the animation finishes.

In reality, you would simply use the Blocking parameter of Animate so you wouldn't need to do this.

See also: Object.Animate, Object.Moving, Object.StopAnimating, Object.X, Object.Y


Object.AnimationVolume

int Object.AnimationVolume

Gets/sets the object's animation sound volume, which is a relative volume (0-100) of frame-linked sounds that play during object's animations.

NOTE: all the volume properties in Object act as relative factors: these are AnimationVolume, "volume" parameter of Animate function. The final frame sound's volume will be equal to sound volume * AnimationVolume % * Animate's volume param % when Animate is called.

Compatibility: Supported by AGS 3.6.1 and later versions.

SeeAlso: Object.Animate, Object.SetView, Object.View


Object.Baseline

(Formerly known as GetObjectBaseline, which is now obsolete)
(Formerly known as SetObjectBaseline, which is now obsolete)

int Object.Baseline

Gets/sets the object's baseline. This allows you to modify the line you can set in the editor. You can disable the baseline (and revert to using the base of the object's image on the screen) by setting it to 0.

Otherwise, set it to the Y screen co-ordinate you want to use, normally from 1 to 200 unless you have a taller than usual room.

If you want to get the baseline and it returns 0, then the baseline is the object's Y co-ordinate.

IMPORTANT: If two or more Objects (or Characters, and so on) have equal Baseline, their draw order is undefined, and should not be relied upon. This is because of how sprite sorting is done in the engine.

Example:

object[4].Baseline = 100;

will change object's 4 baseline to a line positioned at y coordinate 100.

See also: Character.Baseline, Object.Y, SetWalkBehindBase


Object.BlockingHeight

int Object.BlockingHeight

Gets/sets the object's blocking height.

The blocking height determines how large of a blocking rectangle the object exerts to stop characters walking through it. If this is set to 0 (the default), then the blocking rectangle is automatically calculated to be the object's width, and 5 pixels high.

You can manually change the setting by entering a blocking height in pixels, which is the size of walkable area that the object effectively removes by being there.

NOTE: This property has no effect unless the Solid property is set to true.

Example:

oRock.BlockingHeight = 20;

will make the Rock object block 20 pixels high (10 above and 10 below its baseline)

See also: Object.BlockingWidth, Object.Solid


Object.BlockingWidth

int Character.BlockingWidth

Gets/sets the object's blocking width.

The blocking width determines how large of a blocking rectangle the object exerts to stop characters walking through it. If this is set to 0 (the default), then the blocking rectangle is automatically calculated to be the object's width, and 5 pixels high.

You can manually change the setting by entering a blocking width in pixels, which is the size of walkable area that the object effectively removes by being there.

NOTE: This property has no effect unless the Solid property is set to true.

Example:

oRock.BlockingWidth = 50;

will make the Rock object block 50 pixels wide (25 pixels to the left of its center, and 25 to the right)

See also: Object.BlockingHeight, Object.Solid


Object.Clickable

(Formerly known as SetObjectClickable, which is now obsolete)

bool Object.Clickable

Gets/sets whether the object is recognized as something which the player can interact with.

If this is set to 1, then the player can look at, speak to, and so on the object. If it is set to 0, then the object will not respond to clicks and the mouse will activate whatever is behind the object. This is useful if you are using the object for visual effects and don't want it to be clicked on by the player.

Example:

object[2].Clickable = 0;

will make object 2 ignore clicks from the player.

See also: Object.Visible, Character.Clickable, Hotspot.Enabled, Region.Enabled, RemoveWalkableArea, RestoreWalkableArea


Object.Frame

readonly int Object.Frame

Gets the frame number that the object is currently set to. If the object is not currently assigned a view, this will be 0 (in which case the Graphic property will hold its sprite number).

This property is read-only. To change the frame, use the animation functions.

Example:

Display("Object oDoor's frame is currently %d.", oDoor.Frame);

will display the oDoor object's current frame number

SeeAlso: Object.Graphic, Object.Loop, Object.View


Object.Graphic

(Formerly known as GetObjectGraphic, which is now obsolete)
(Formerly known as SetObjectGraphic, which is now obsolete)

int Object.Graphic

Gets/sets the sprite slot number that the object is currently displayed as. You can get the slot number from the Sprite Manager. If the object is currently animating (from an Animate command) and you change the Graphic, then the animation will be stopped.

Example:

object[2].Graphic = 100;

will change the object 2's image to the image stored in the sprite manager's slot 100.

See also: Object.SetView


Object.HasExplicitLight

readonly bool Object.HasExplicitTint

Returns true if the object has a light set explicitly with the Object.SetLightLevel command.

Returns false if the object has no explicit light level, but it may still be lighted by SetAmbientLightLevel or a region light.

Compatibility: Supported by AGS 3.4.1 and later versions.

SeeAlso: Object.SetLightLevel


Object.HasExplicitTint

readonly bool Object.HasExplicitTint

Returns true if the object has a tint set explicitly with the Object.Tint command.

Returns false if the object has no explicit tint, but it may still be tinted by SetAmbientTint or a region tint.

Compatibility: Supported by AGS 3.4.1 and later versions.

SeeAlso: Object.Tint, Object.RemoveTint


Object.ID

readonly int Object.ID

Gets the object's ID number. This is the object's number from the editor, and is useful if you need to interoperate with legacy code that uses the object's number rather than name.

Example:

MoveObject(oRock.ID, 100, 50, 5);

uses the obsolete MoveObject function to move the Rock object to (100, 50) at speed 5.


Object.ManualScaling

(Formerly known as Object.IgnoreScaling, which is now obsolete)

bool Object.ManualScaling

Gets/sets whether the object uses manually specified scaling instead of using the walkable area scaling. This is equivalent, though opposite, to the "UseRoomAreaScaling" property in the Objects pane of the editor.

If it is set to false, then the object will be stretched or shrunk as appropriate on walkable areas.

If this is set to true, the object scaling will instead be set by modifying it's Scaling property.

Example:

oDoor.ManualScaling = true;

will tell the Door object not to be scaled on walkable areas.

Compatibility: Supported by AGS 3.6.0 and later versions.

See also: Object.Scaling


Object.IgnoreWalkbehinds

This property is obsolete since AGS 3.5.0 and not recommended for use at all.

(Formerly known as SetObjectIgnoreWalkbehinds, which is now obsolete)

bool Object.IgnoreWalkbehinds

Sets whether the object is affected by walkbehind areas. Setting this to false (the default setting) means that the object will be placed behind walk-behind areas according to the relevant baselines.

If this is set to true, then the object will never be placed behind a walk-behind area. This is useful if for example you want an object to be a picture on a wall, and the wall can be walked behind - but you also want it to act correctly in relation to characters, so changing its baseline wouldn't work.

IMPORTANT: This property is a "dirty hack" and not recommended for use at all. It breaks the logic of drawing order for room elements, and only works as intended if your game is run using Software graphics driver. We strongly suggest to design your rooms without it and rely on Baseline property instead.


Object.LightLevel

readonly int Object.LightLevel

If the object has an individual light set explicitly with the Object.SetLightLevel command, this property returns the light level value. Otherwise it returns 0.

NOTE: without individual light level set, Object.LightLevel returns 0 even if the object is affected by the ambient or region's light.

Compatibility: Supported by AGS 3.4.1 and later versions.

SeeAlso: Object.SetLightLevel, SetAmbientLightLevel,


Object.Loop

readonly int Object.Loop

Gets the loop that the object is currently set to. If the object is not currently assigned a view, this will be 0 (in which case the Graphic property will hold its sprite number).

This property is read-only. To change the loop, use the animation functions.

Example:

Display("Object oDoor's loop is currently %d.", oDoor.Loop);

will display the oDoor object's current loop number

SeeAlso: Object.Frame, Object.Graphic, Object.View


Object.Moving

(Formerly known as IsObjectMoving, which is now obsolete)

readonly bool Object.Moving

Returns 1 if the object is currently moving, or 0 if not.

This property is read-only; to change the object's movement, use the Move and StopMoving commands.

Example:

object[2].Move(125,40,3);
while (object[2].Moving) Wait(1);

will move object 2 to 125,40 and return control to the player when the object gets there.

See also: Object.Animating, Object.StopMoving


Object.Name

(Formerly known as GetObjectName, which is now obsolete)
(Formerly known as Object.GetName, which is now obsolete)

String Object.Name;

Gets/sets the name of the object.

NOTE: This property may be changed only in AGS versions 3.6.0 or higher. It is read-only in earlier versions.

Example:

Display("Object 0's name is %s.", object[0].Name);

will retrieve and then display object 0's name.

See also: Game.GetLocationName


Object.ScriptName

readonly String Object.ScriptName;

Gets the script name of the Object, which serves as a unique identifier, as set in the AGS Editor.

This may be useful if you have a pointer to some object stored in your variable, and want to know what it actually is. Normally you don't need a script name, as you have an automatic global variable for each object in the game, but sometimes you may want to save its script name as a text either to display it somewhere for testing purposes, or keep as a reference. You may later use Object.GetByName function to retrieve the object by the previously saved script name.

Example:

function Touch(this Object*)
{
  System.Log(eLogInfo, "You touched %s.", this.ScriptName);
  // Do things when object is touched
}

In this example all objects gain a new method Touch, that can be called using oName.Touch(), that will log the script name of the touched object.

Compatibility: Supported by AGS 3.6.1 and later versions.

See also: Object.GetByName, Object.Name


Object.Scaling

int Object.Scaling

Gets/sets the object's current scaling level, in percents. The permitted value range is 1 to 32767. An object that has the regular size has this property set to 100.

You can only set the value of this property if Object.ManualScaling is enabled for the object; otherwise, the scaling is determined automatically based on the walkable area that the object is on.

This property returns the actual current scaling at any given moment, whether it was set by you or acquired from the walkable area.

Compatibility: Supported by AGS 3.6.0 and later versions.

See also: Object.ManualScaling


Object.Solid

bool Object.Solid

Gets/sets whether the object can be walked through by characters.

If this is set to true, then the object is solid and will block the path of solid characters. If this is set to false, then the object can be walked through by characters.

NOTE: solid objects only block characters, they don't block other objects from moving through them.

Example:

oSmallrock.Solid = true;

will mean that the Smallrock object blocks the path of characters.

See also: Object.BlockingHeight, Object.BlockingWidth


Object.TintBlue

readonly int Object.TintBlue

Gets the Blue setting for the object's current tint.

This property is read-only; to change it, use the Object.Tint command.

NOTE: If the Object.HasExplicitTint property is false, then this value is meaningless.

Compatibility: Supported by AGS 3.4.1 and later versions.

See also: Object.Tint, Object.HasExplicitTint, Object.TintGreen, Object.TintRed, Object.TintLuminance


Object.TintGreen

readonly int Object.TintGreen

Gets the Green setting for the object's current tint.

This property is read-only; to change it, use the Object.Tint command.

NOTE: If the Object.HasExplicitTint property is false, then this value is meaningless.

Compatibility: Supported by AGS 3.4.1 and later versions.

See also: Object.Tint, Object.TintBlue, Object.TintRed, Object.TintSaturation, Object.TintLuminance


Object.TintRed

readonly int Object.TintRed

Gets the Red setting for the object's current tint.

This property is read-only; to change it, use the Object.Tint command.

NOTE: If the Object.HasExplicitTint property is false, then this value is meaningless.

Compatibility: Supported by AGS 3.4.1 and later versions.

See also: Object.Tint, Object.TintBlue, Object.TintGreen, Object.TintSaturation, Object.TintLuminance


Object.TintSaturation

readonly int Object.TintSaturation

Gets the saturation setting for the object's current tint.

This property is read-only; to change it, use the Object.Tint command.

NOTE: If the Object.HasExplicitTint property is false, then this value is meaningless.

Compatibility: Supported by AGS 3.4.1 and later versions.

See also: Object.Tint, Object.TintBlue, Object.TintGreen, Object.TintRed, Object.TintLuminance


Object.TintLuminance

readonly int Object.TintLuminance

Gets the luminance setting for the object's current tint.

This property is read-only; to change it, use the Object.Tint command.

NOTE: If the Object.HasExplicitTint property is false, then this value is meaningless.

Compatibility: Supported by AGS 3.4.1 and later versions.

See also: Object.Tint, Object.TintBlue, Object.TintGreen, Object.TintRed, Object.TintSaturation


Object.Transparency

(Formerly known as SetObjectTransparency, which is now obsolete)

int Object.Transparency

Gets/sets the object's transparency level.

If this is set to 100, it means that the object is totally invisible, and lower values represent varying levels of transparency. Set this to 0 to stop the object being transparent.

NOTE: Transparency only works in 16-bit and 32-bit color games.

NOTE: When using the DirectX 5 driver, a large transparent object can significantly slow down AGS.

Some rounding is done internally when the transparency is stored -- therefore, if you get the transparency after setting it, the value you get back might be one out. Therefore, using a loop with object[0].Transparency++; is not recommended as it will probably end too quickly.

In order to fade an object in/out, the best approach is shown in the example below:

Example:

int trans = object[0].Transparency;
while (trans < 100) {
    trans++;
    object[0].Transparency = trans;
    Wait(1);
}

will gradually fade out the object from its current transparency level to being fully invisible.

See also: Character.Transparency, GUI.Transparency


Object.View

readonly int Object.View

Gets the view that the object is currently set to. This is either the view number, or 0 if the object is not currently assigned a view (in which case the Graphic property will hold its sprite number instead).

This property is read-only. To change the view, use the SetView function. To remove the view, set the Graphic property to a sprite slot.

Example:

Display("Object oDoor's view is currently view %d.", oDoor.View);

will display the oDoor object's current view number

SeeAlso: Object.SetView, Object.Graphic, Object.Loop, Object.Frame


Object.Visible

(Formerly known as IsObjectOn, which is now obsolete)
(Formerly known as ObjectOff, which is now obsolete)
(Formerly known as ObjectOn, which is now obsolete)

bool Object.Visible

Gets/sets the visible state of the object. If this is 1 (true), the object is switched on and visible in the room. If you set this to 0 (false), the object disappears and no longer appears in the room.

Example:

object[5].Visible = false;

will make object number 5 in the current room disappear.

See also: Object.Clickable,


Object.X

(Formerly known as GetObjectX, which is now obsolete)

int Object.X

Gets/sets the X co-ordinate of the object.

NOTE: This property cannot be changed while the object is moving.

Example:

Display("Object 1's X co-ordinate is %d.", object[1].X);

will display the X co-ordinate of object 1.

See also: Object.Y, Object.Animating, Object.Visible, Object.SetPosition


Object.Y

(Formerly known as GetObjectY, which is now obsolete)

int Object.Y

Gets/sets the Y co-ordinate of the object, which is the bottom of the object's image.

NOTE: This property cannot be changed while the object is moving.

NOTE: If you try to use this co-ordinate with Object.GetAtScreenXY, you will find that the object does not get picked up. The object's sprite is drawn from the Y co-ordinate at (Object.Y - Height) to (Object.Y - 1).

Example:

Display("Object 1's Y co-ordinate is %d.", object[1].Y);

will display the Y co-ordinate of object 1.

See also: Object.Animating, Object.Baseline, Object.X, Object.SetPosition

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