Pinball Movement

The Pinball Movement makes the ball move like a pinball: a bouncing ball with gravity. Gravity Indicates the level of gravity, from 0 (no gravity) to 100 (strong gravity). It defines the speed of the acceleration going down the screen. Deceleration Induce a friction effect on the ball, making it stop after a while. Move at start Makes the ball move when the frame begins. Initial speed From 0 to 100, indicates the speed at which the object moves when the frame begins. Initial direction Defines the direction of the object when the frame starts. If you choose more than one direction, a random direction within the selected ones will be chosen.

Platform Movement

The Platform Movement makes your object move like a platform character (like Mario for example). It is a complex movement that works better when the object respects certain rules: Always set the hot spot of the object between the feet (in the middle of the lowest line). Make sure that the animations of the object do not differ by size too much, otherwise the object can get stuck in collisions. Define the up and down animations as climbing and descending. Define all the other animations, like crouch, uncrouch, jump. Player Specifies to which player the animation is affected (from 1 to 4) Initial direction Opens a direction selector for you to choose the direction in which the object will be created when the frame starts. Speed Indicates the maximum speed of the object. Acceleration Indicates the acceleration ratio of the movement, the speed at which the object will go from static to maximum speed. Deceleration Indicates the deceleration ratio of the movement, the speed at which the object will go from maximum speed to static. Moving at start If not checked, the object will be static when the frame starts. Jump / Gravity Indicates the gravity ratio, the acceleration that makes the object go down. From 0 (no gravity) to 100 (really strong gravity). Jump / Strength Indicates the strength of the jump, that is the initial force that makes the object go up when you press jump. Note that how high the object will jump depends on both the gravity and the strength, the bigger the gravity, the bigger the strength to jump at the same height. Jump / Control Controls the keys to make the object jump. Different choices: No jump : the object will never jump. Up + Left/Right arrow : you must press at the same time the up key and one of the left or right keys to obtain a jump. Button 1 : you must press the first button of the joystick to have a jump. Button 2 : you must press the second button of the joystick to have a jump.

Race Car Movement

The Race Car Movement moves your object like a car seen from above. You can rotate the object with the left and right keys, accelerate with up and decelerate with down. This movement works better when the hot spot of the object is set in the center, and when the object has all the 32 directions defined. Player Indicates to which player this movement is affected, from 1 to 4. Initial direction Specifies the initial direction of the object, the direction that the object will be facing when the frame starts. Speed Indicates the maximum speed of the object. Acceleration Sets the acceleration ratio of the object, from 0 (no acceleration) to 100 (instant). Deceleration Sets the deceleration ratio of the object. Enable reverse If set, the object will be allowed to go in reverse. If not set, then only forward speed is allowed. Moving at start If unset, the object will be static when the frame starts. Number of angles Indicates the number of angles in which the car can turn. From 32 (maximum) to 4 (minimum). Rotating speed Specifies how fast the car rotates when the user presses left or right. From 0 (no turn) to 100 (really fast).  

8 Directions Movement

The 8 Direction Movement is controlled by the joystick or the keyboard. It is a simple movement : the object goes up when the player presses up, down when down, and in diagonal. Player Choose the number of the player to which the movement will be assigned. From 1 to 4. Directions This property controls the allowed directions of the movement. Click on the numbers and it opens a direction selector. With your mouse, select or un-select the directions wanted. Initial direction This property indicates the initial direction of the object when the frame starts. Just select the proper direction with your mouse. Speed Specifies the maximum speed of the object. Deceleration Indicates the deceleration of the object when the user releases the joystick, ie the speed at which the object will stop. Acceleration Indicates the acceleration ratio of the object, ie the speed at which the object will reach the maximum speed. Moving at start If unchecked, the object will be stopped when the frame begins.

Mouse Movement

The Mouse Movement is as its name indicates, controlled by the mouse. At runtime, Windows mouse pointer will disappear and the given object will move accordingly with the mouse. You can restrict the zone in which the object moves. Player Indicates the player that will use the mouse movement. Only one player can be defined for a frame. Enter the number of the player. Edit Click on this edit button to setup the zone in which the object will move. A click displays the frame, a small setup box and a rectangle with handles on the frame. Use the handles to fix the allowed zone of movement. Click on OK when complete.

Path Movement

  The Path movement makes your object follow a given path. You draw this path on the frame with your mouse. The Path movement setup is done via a dialog box, and not a list of properties. You just have to click on the EDIT button in the property list to open the dialog box. A path movement is represented as a line made of different segments. Each segment is separated from the other by a node. A simple click on a node allows you to select it. Please note that you can also draw a box on the frame to select more than one segment at the same time. New line The new line button allows you to create a new line in the path. Move your mouse around the frame and click to validate the line. If you click with the right mouse button, you will be able to continue with a new line. Tape mouse The tape mouse button allows you to record a complex path by moving the mouse : it will “draw” the path under your mouse. Click to end. Set a pause To enable this button, you have to select one of the points in the path. Allows you to set a pause at a given point (or node) in the path. Enter the length of the pause in second and 1/100th of seconds. Loop the movement If this button is selected, the movement will loop at the end, meaning that the path will start again at the beginning. Your object will never stop moving. If not selected, the movement ends at the end. Reverse at end Makes the movement go backward when the end is reached : the object goes back to its starting point. Reposition object at end When the movement is complete, reposition the object at the exact coordinate where it started from, thus eliminating the risk of shifts if your path movement is not perfectly calculated. Speed To enable this control, you have to select some segments of the path with the mouse. Sets the speed of the movement for the selected segments. If you click with the right mouse button on one of the nodes, it will open a small popup menu with the following options : Draw line Inserts a line at the current location. Move your mouse to set the line and click to end. Record mouse Records the mouse movement in a series of segments. These new segments are inserted at the current location. Click to end. Set pause Sets a pause at the current node. Set speed Changes the speed of the current segment. Set name This powerful option allows you to name each node of the path. A named node can be detected using the events, and specific actions can be triggered when the object reaches it.

Bouncing Ball Movement

The bouncing ball movement makes your object move like a ball that bounces on the obstacle. It is a very handy movement that can be used in a variety of ways, not only for balls (examples, enemies, goals etc.). The properties of the bouncing ball movement are as follow: Speed Sets the speed that your object will move at, from 0 (static) to 100 (full speed). Deceleration Sets the amount of friction working against your object. By default, deceleration is set to zero so that the ball will bounce on a surface without friction. If you increase the deceleration, the object will lose speed as it moves and will eventually stop. Moving at start Enable to have your object moving when the application begins. Number of angles This combo-box gives you 3 choices, 8, 16 and 32. These values represent the number of allowed angles for your object. The more angles that you select, the smoother the bounce effect. Randomizer Gives the ball a random chance of bouncing in different directions. The higher the setting, the more varied the effect. If you would prefer predictable rebounds, turn this feature off by sliding the randomizer all the way to the left. Security Prevents the object to be stuck in a bouncing loop by a applying a random bounce after a certain amount of similar bounces.

Static Movement

The Static Movement is the simplest of all movements in Clickteam Fusion 2.5. The object does not move. As simple as that. This does not mean that the object does not participate in the collisions with other objects, it does. Therefore a static object can be an invaluable tool in your application to mark limits, indicate doors etc. The Static Movement does not contain any property.