Available on: coco3

SCREEN PAGE

The semantics of this keyword is different, depending on whether double buffering is enabled or not. If double buffering is enabled, the SCREEN PAGE function allows to know which page the program is on. There are two pages, page 0 (PAGE 0 or PAGE A) and page 1 (PAGE 1 or PAGE B). When you draw on page 0, page 1 is visible, and vice versa.

On the other hand, if doube buffering is not enabled, this function will return the actual screen page in use, as set by SCREEN PAGE command.

SYNTAX

 = SCREEN PAGE


Legend
  • id : identifier
  • type : datatype
  • v : value
  • "..." : string
  • [...] : optional

EXAMPLE

 IF SCREEN PAGE = PAGE 0 THEN
    PRINT "first page"
 ENDIF


ABBREVIATION: ScPg

Join BASIC 10Liner Contest with ugBASIC!

An interesting competition is held at the beginning of each year: the BASIC 10Liner Contest. It is possible to use ugBASIC to participate in the next "BASIC10Liner" competition, in the following categories:

  • PUR-120 - A game in 10 lines of max 120 characters (w/abbrev.)
  • EXTREME-256 - A game in 10 lines of max 256 characters (w/abbrev.)
  • SCHAU - Any program in 10 lines of max 256 characters (w/abbrev.)
In order to reduce space you can use this abbreviation for this instruction:

SCREEN PAGE ↔ ScPg

Any problem?

If you have found a problem with this keyword, if you think there is a bug or, more simply, you would like it to be improved, open an issue for this example on GitHub.
Thank you!

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