RecallPic draws a saved picture to the graph screen (to save a picture, draw it on the graph screen, then save it with StorePic). If something is already drawn on the graph screen, RecallPic will draw new pixels where needed, but it will not erase anything. As a result, you often want to ClrDraw before recalling a picture.
The number passed to RecallPic must be one of 0 through 9. It has to be a number: RecallPic X will not work, even if X contains a value 0 through 9.
A combination of StorePic and RecallPic can be used to maintain a background over which another sprite moves:
- Draw the background, and save it to a picture file with StorePic.
- Next, draw the sprite to the screen.
- When you want to move the sprite, erase it, then use RecallPic to draw the background again.
- Then draw the sprite to its new location on the screen again (this can be done before or after using RecallPic).
Also, if a screen in your program takes more than a second to draw, and is displayed several times, you might want to consider storing it to a picture the first time it's drawn, and then recalling it every next time you want to draw it.
- ERR:DATA TYPE is thrown if the argument is not a number 0 through 9.
- ERR:UNDEFINED is thrown if the requested picture does not exist.