Physical objects are free to move and turn in the physical world.
Clickteam Fusion 2.5 makes things simple for you, and automatically positions and rotates the objects so that their display corresponds to their exact position and angle in the physical world.
Each Physics movement offers you a choice of two display modes, with the “Auto-rotation” checkbox.
The auto-rotation check box is checked
This is the mode you should choose in the vast majority of cases. If selected, Clickteam Fusion 2.5 will take the images of the animation of the object facing to the right (angle = 0) and rotate them precisely at the angle of the object in the physical world. No 32 directions limit, the rotation is the result of a floating point calculation, and your objects will rotate smooothly on the screen.
The consequence of this is that you only need to define ONE direction of animation, facing to the right, all the other directions wil be ignored.
The auto-rotation check box is un-checked
If this property is not checked, the 32-direction display system is used : the object has 32 directions and you must define the animations for each one of the directions. Physical objects will appear to rotate in a jerky way with only 32 directions.
This method has several disadvantages :
- All the animations take more space
- It implies more work on your side
- Rotation can look jerky in the final game
For all these reasons, we advise you to keep the “auto-rotation” property checked.
The Smooth rotation property
Alongside the “Auto-rotation” property, comes another property, “Smooth-rotations”. This property only has an effect for Windows games. It enforces a re-sampling of the images before the rotation, thus ensuring a better quality of rotation. If your application is in Standard Display mode (non Direct3D) use this option carefully as it takes more processing time in this mode.