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Icons and Blocks


GET ICON PALETTE grabs the colours of the Icon images stored in Bank 2, and loads them in to the current screen.

PASTE ICON
instruction: draw an Icon
Paste Icon x,y,number

Use the PASTE ICON command to draw the specified Icon number already stored in Bank 2, on screen. The screen position is defined by graphic coordinates, and can be anywhere you like. Icon images will be clipped in the normal way, if they exceed the standard limitations. Here is a simple example:

E> Flash Off : Load Iff "AMOSPro_Examples:Iff/logo.iff"
   Z=0
   For A=0 To 304 Step 16
    Inc Z
    Get Block Z,A,1,16,199
   Next A
   Cls 0
   For A=0 To 304 Step 16
    Put Block Z,A,0
    Dec Z
    Wait Vbl
   Next A

If the DOUBLE BUFFER system in engaged, a copy of the Icon will be drawn into both the logical and physical screens, and because this takes a little time, you are advised to add a call to AUTOBACK 0 before drawing Icons on screen. This restricts the Icon to the current logical screen, and then the entire background may be copied to the physical screen, using SCREEN COPY, which is a much faster process.

DEL ICON
instruction: delete Icons
Del Icon number
Del Icon first number To last number

DEL ICON erases the Icon whose number is specified from Bank 2. A second Icon number may also be given, in which case, all Icons from the first number TO the second number will be deleted. When the final Icon in the bank has been deleted, the whole bank will be removed from memory.

INS ICON
instruction: insert a blank Icon image into the Icon bank
Ins Icon number
Ins Icon first To last

The INS ICON instruction operates in exactly the same way as INS BOB, which is explained in Chapter 7.2.

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07.07.02