TI99 Environment

# CALL_DELETEANIMATION

Syntax

CALL_DELETEANIMATION(AnimNum)

Description

This function stops the sprite animation AnimNum. All sprites using AnimNum animation number will stop their animation effects, but all other sprite characteristics remain unchanged. Active sprites remain active using their original ASCII number. Sprites will retain their current velocity, direction, position, size, etc. In contrast with paused animations, deleted (stopped) animations cannot be resumed; they will need to be created again.

Example Code

    call_screen(2)
    randomize hitimer()
    call_char(128,"38181D8FC2A3B7AF6F5F17070302040A383070E2868ADAEAECF4D0C0808040A0")
    call_char(132,"38181D0F82C3A7B7AF6F5F170302040A383070E08286CADAEAECF4D0808040A0")
    call_char(136,"38181D0F0283C7A7B7AF6F5F1302040A383070E08082C6CADAEAECF4908040A0")
    Call_CreateAnimation(1,128,3,4)
    Call_CreateAnimation(2,128,3,4)
    call_magnify(3)
    call_sprite(999,128,6,100,100,-2,2)
    call_sprite(1,128,4,100,100,-2,-2)
    Call_CreateAnimatedSprite(999,2,200) ` Start animation sprite 999
    Call_CreateAnimatedSprite(1,1,200)   ` Start animation sprite 1
    tiwaitkey()
    call_colorsprite(1,rnd(13)+3)
    call_colorsprite(999,rnd(13)+3)
    tiwaitkey()
    CALL_DELETEANIMATION(1)  ` Stop and delete animation 1 (sprite 1)
    tiwaitkey()
    call_sprite(1,128,4,100,100,-2,-2)   `Build Sprite 1 again - not animated
    tiwaitkey()
    end

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Copyright © Carlos Santiago Lebron - TI99 Environment 2020