The Physics – Spring Movement

The Physics – Spring Movement allow you to put springs in your game. An object, when colliding with the spring, will be subjected to a sudden force in the direction of the spring. This object is ideal for platform games. This movement is not intended to move or respond to gravity : the object stays static until another object comes colliding with it. You can though set its position with the “Set position” action. You can, if you want, change the angle of the spring with the “Set angle” action : the spring will rotate on the screen and the angle of its effect will turn accordingly. The Properties Spring directions This property contains the direction of the spring. The other objects will bounce in that direction when they collide with it. Strength This property contains the strength of the spring. The higher the value, the stronger will be the bounce. Please note that the spring also takes into account the speed of the objects when they collide with it. Active at start Check this property, and the spring will be active when the frame starts (the objects will bounce into it). If unchecked, you can start it later with the “Start” action. Advanced Engine ID This property is designed to be used if you drop more than one Physics – Engine object in your frame. Enter the Engine ID value of the engine you want to use for this movement. Collision shape This property defines the collision shape of the object, as seen in this page. Auto-rotations This property defines how the object should be displayed, as seen in this page. Smooth rotations This option has an effect in Windows applications only. If you check this option the image rendering will be much better when the object is rotated. Note: if your application is in Standard Display mode (non Direct3D) use this option carefully as it takes more processing time in this mode.  The Actions Stop Stops the spring from interfering with the other objects. Start Restarts the spring : the next time an object will collide with it, it will bounce. Set speed Changes the strength of the spring. A higher value will mean more energetic bounces. Scale / Angle – Set angle Use this action to change the orientation of the spring.

The Physics – Background Movement

The Physics – Background Movement allows you to dispose background elements in your world. Objects with a background movement do not move by themselves (but they can be moved or rotated with Set position and Set angle actions). You can for example, create a static platform that rotates slowly : the character will be able to climb on it. Collisions with background movement set as obstacles or platforms must be done with a “Collision with background” condition. The background Movement is also great to create pivot objects in the world : just set the obstacle property to “None” and you will have a static object, that will not move if pushed by other objects, and you will be able to use it as a pivot point for joints. The Properties Object Friction This property defines how the object behaves when it is colliding with another object. A friction of 0 will make the object slide on the other object (like ice-skating). A friction of 100 will make it stop when it collides with another object (and will influence the other object). Elasticity This property contains the elasticity factor of the object. Use a value of 0, and the object will stop as soon as it collides with another object. Use a value of 100, and the object will bounce, keeping the momentum of its movements. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Obstacle This property defines the behavior of the object related to collision detection. It can have 3 values : None The object will not generate any background collisions. You will though be able to detect the collisions of the other objects with it, with a simple “Collision with another object” condition. The option is great for creating static objects in the world. Obstacle The object will behave like a backdrop object set as obstacle. Collisions with it will have to be detected with a “Collision with a backdrop” condition. Note that the “Collision with another object” condition will never be true when this property is set to obstacle. Platform The object will behave like a backdrop object set as platform : the objects will be able to pass through it in the direction opposed to the gravity of the world. Collisions with it will have to be detected with a “Collision with a backdrop” condition. Note that the “Collision with another object” condition will never be true with this property set to platform. Joint Clickteam Fusion 2.5 allows you to automatically create a joint linking your object to another. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. Type This property indicates which kind of joint to create. It can take the following values : None No joint is created, the object is independant from any attach. This is the default value. Revolute joint A revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. If this option is selected, two new properties appear : Lower angle Enter in this property the minimum angle of the joint, in degrees. If the two values are equal, the joint will have a fixed angle. If the lower value is higher than the upper angle, the joint will have no angle limits. Upper angle Enter in this property the maximum angle of the joint, in degrees. Distance joint A distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. Two new properties appear if this option is selected : Frequency Enter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If a force is applied to the joint, the axis will start to resonate at this frequency. Damping Enter in this property a damping value from 0 to 100, that will stop the axis from resonating. Prismatic joint The object will be linked to the parent object by an invisible piston, and will only move on its axis. Two new properties appear when you select this option : Lower limit Enter in this property the minimal distance between the two objects, in pixels. If this value is equal to the upper limit, the object will not be able to move on its axis. If this value is higher than the upper limit, the joint will not be limited. Higher limit Enter in this property the maximum distance between the two objects, in pixels. The joint will be limited between the lower and the higher values. Joint name Enter in this property a unique name for the joint. You will be able to access this joint and set its parameters by using this name with the Physics – Engine Joint actions. Joint with Enter in this property the name of the object to link with. If no object with that name exists in the frame, then the joint is not created. If several objects with the same name exist, Clickteam Fusion 2.5 will choose the closest object to create the joint. Anchor Defines where the joint is created. From the hot-spot The joint is created at the hot-spot of the two objects (or the current object only for revolute joints). From the action-point The joint is created at the action-point of the two objects (or the current object only for revolute joints). Advanced Engine ID This property is designed to be used if you drop more than one Physics – Engine object in your frame. Enter the Engine ID value of the engine you want to use for this movement. Collision shape This property defines the collision shape of the object, as seen in this page. Auto-rotations This property defines how the object should be displayed, as seen in this page. Smooth rotations This option has an effect in Windows applications only. If you check this option the image rendering will be much better when the object is rotated.

The Physics – Axial Movement

The Axial Movement suspends your object to an axis. The length of the axis is fixed, and the object balances with the gravity. The length and the initial angle of the axis can be set. The Properties Joint Length This property contains the length of the axis in pixels. A length of zero will make your object rotate around an axe pinpointed in its center. A non-null length will make your object balance like a pendulum. Angle This property contains the angle of creation of the axis. It only has meaning when the length is greater than zero. When the frame starts, the object is created at the location you dropped it in the frame. The axis is created from this location in the direction of the angle. Damping This property contains the damping value of the joint. A value of zero will make your object balance forever, a value greater than zero will slowly stop the balancing movements. Horizontal offset This property contains the position at which to set the axis in the object. If it is set to zero, the axis will be set at the center of mass. A different value will make your object hang on the axis. The offset is automatically rotated taking into account the angle property. Vertical offset As for the previous property, this property contains the position at which to set the axis in the object. If it is set to zero, the axis will be set at the center of mass. A different value will make your object hang on the axis. The offset is automatically rotated taking into account the angle property. Motor Torque This property allows you to apply the force of a motor to the object. The object will rotate on its axis, the speed depending on the force of the motor. Indicate in this property the strength of the motor. A negative value will make your object turn clockwise. A positive value will make it turn counter-clockwise. Damping This property allows you to slow down the rotation of the object on its axis. A value of 0 will make the object rotate forever, a value of 100 will make it stop instantly. Object Density This property contains the density of the object, a number from 0 to 100. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. The mass of the object is calculated by the engine from the surface of the object and from the density. Friction This property defines how the object behaves when it is colliding with another object. A friction of 0 will make the object slide on the other object (like ice-skating). A friction of 100 will make it stop when it collides with another object (and will influence the other object). Elasticity This property contains the elasticity factor of the object. Use a value of 0, and the object will stop as soon as it collides with another object. Use a value of 100, and the object will bounce, keeping the momentum of its movements. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Gravity scale This property contains a percentage indicating how much of the physical world gravity must be applied to this object. A value 100 will apply the gravity as defined in the Physic Engine object. A value of 0 makes the object float in the air. A value of 200 will put a gravity twice as strong on the object, and thus make it fall faster. Joint Clickteam Fusion 2.5 allows you to automatically create a joint linking your object to another. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. Type This property indicates which kind of joint to create. It can take the following values : None No joint is created, the object is independant from any attach. This is the default value. Revolute joint A revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. If this option is selected, two new properties appear : Lower angle Enter in this property the minimum angle of the joint, in degrees. If the two values are equal, the joint will have a fixed angle. If the lower value is higher than the upper angle, the joint will have no angle limits. Upper angle Enter in this property the maximum angle of the joint, in degrees. Distance joint A distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. Two new properties appear if this option is selected : Frequency Enter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If a force is applied to the joint, the axis will start to resonate at this frequency. Damping Enter in this property a damping value from 0 to 100, that will stop the axis from resonating. Prismatic joint The object will be linked to the parent object by an invisible piston, and will only move on its axis. Two new properties appear when you select this option : Lower limit Enter in this property the minimal distance between the two objects, in pixels. If this value is equal to the upper limit, the object will not be able to move on its axis. If this value is higher than the upper limit, the joint will not be limited. Higher limit Enter in this property the maximum distance between the two objects, in pixels. The joint will be limited between the lower and the higher values. Joint name Enter in this property a unique name for the joint. You will be able to access this joint and set its parameters by using this name with the Physics – Engine Joint actions. Joint with Enter in this property the name of the object to link with. If no object with

The Physics – Platform Movement

The Physics – Platform Movement makes your character move and jump like a platform game character. You can set the speed and height of the jumps, the speed of the character. You can also make your character crouch and climb on ladders. Warning : the hot-spot of the images of the object should be located “within the feet” of the character, that is, in the bottom of the image, in the center. Platforms and obstacles must be detected by a “Colliding with background” condition. The Properties Movement Initial direction Choose the direction at which the object will be created. If you select more than one direction, the final direction is chosen at random when the object is created. Speed This property contains the maximum speed of the object. The object will never go over that speed, whatever the value of the acceleration property. Acceleration This property contains the acceleration factor of the object. A higher value means that the object will go from static to full speed in the minimum amount of time. Deceleration This property contains the deceleration factor of the object. Once you release the keys (or the gamepad), the object will slow down. The higher the value of this property, the faster the object will come back to a zero speed. Use acceleration when changing directions This property has an influence on how the character changes directions (going from right to left for example). If checked, the character will slow down first (based on the deceleration property), turn around, and then accelerate in the oppposite direction (based on the acceleration property). If unchecked, it will turn instantly, keeping its momentum. Climbing speed This property contains the speed of the character when he climbs (up or down) a ladder. Allow crouch Check this property, and the object will crouch when you press the down arrow. The “Crouch” animation will be displayed in the object. When crouched, the object will move at the crouch speed, defined by the next property. Speed when crouched This property contains the maximum speed of the object when it is crouched. This speed is usually lower than the full, standing-up speed. Jumps Strength This property contains the strenth of the first jump. You should set this property in accordance with the gravity scale property (and also the gravity of the world). The higher the gravity, the lower the jump (but the faster the fall down). You have to set this property to a higher value to compensate for a higher gravity. Multiple jumps This property contains the number of jumps in a row allowed for the object. If set to one, the object will only be able to jump once. If set to two, you will be able to jump twice, the second jump being performed while in the air. Etc. Next strength This property contains the strength of the further jumps, that is the jumps done when you are already jumping. Jump while crouched Check this property to allow your character to jump when he is crouched. Control This property defines how a jump is triggered. It can be the first button, the second button, or a combination of movement direction and the up direction. If you set this property to none your character will never jump. Horizontal control while jumping Check this property and you will be able to change the direction of the object, and accelerate during a jump. Object Density This property contains the density of the object, a number from 0 to 100. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. The mass of the object is calculated by the engine from the surface of the object and from the density. Elasticity This property contains the elasticity factor of the object. Use a value of 0, and the object will stop as soon as it collides with another object. Use a value of 100, and the object will bounce, keeping the momentum of its movements. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Gravity scale This property contains a percentage indicating how much of the physical world gravity must be applied to this object. A value 100 will apply the gravity as defined in the Physic Engine object. A value of 0 makes the object float in the air. A value of 200 will put a gravity twice as strong on the object, and thus make it fall faster. Advanced Mask width The collision mask of an object with a platform movement is similar to a box having the width of the object. This property enables you to reduce the width of this collision mask, making the behavior of the object more realistic on steep slopes. It contains a percentage of the image width. A value of 50, for example, will create a mask of half the width of the first image of the object. Engine ID This property is designed to be used if you drop more than one Physics – Engine object in your frame. Enter the Engine ID value of the engine you want to use for this movement. The Actions Stop Stops the object. If the stop action is called within a collision with another object, the other object will be pushed. If the action is called out of a collision context, the speed of the object is set to zero (but the gravity continues its action, and the object will start falling again). Set speed Changes the speed of the character. He will start to move in the direction it is facing. Set acceleration Changes the acceleration factor of the object. The value has the same meaning as the “Acceleration” property. Set deceleration Changes the deceleration factor of the object. The value has the same meaning as the “Deceleration” property. Set gravity This action allows you to set the local gravity factor of the object. It asks for a percentage of the world’s gravity. A value of 0

The Physics – Race Car Movement

The Physics – Race Car Movement makes your object move like a race-car seen from above. You can turn the object with the left and right keys, accelerate with the up key, and slow down with the down key. It is the only physical movement that is not subject to gravity : the object will float in the world whatever the value of the gravity of the world. The Properties Movement Initial direction Choose the direction at which the object will be created. If you select more than one direction, the final direction is chosen at random when the object is created. Rotation speed This property contains the speed at which the object rotates when you press the left or right key. Choose a value of zero and your object will stay in the initial diection forever. Speed This property contains the maximum speed of the object, when it reaches full speed. Acceleration This property contains the acceleration factor of the object. A higher value means that the object will go from static to full speed in the minimum amount of time. Deceleration This property contains the deceleration factor of the object. When you press the down arrow, the object will slow down. The higher the value of this property, the faster the object will come back to a zero speed. Allow reverse Check this property and your object will go in reverse direction if you maintain the down key pressed. If unchecked, the object will stop if you keep the key down. Object Density This property contains the density of the object, a number from 0 to 100. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. The mass of the object is calculated by the engine from the surface of the object and from the density. Friction This property defines how the object behaves when it is colliding with another object. A friction of 0 will make the object slide on the other object (like ice-skating). A friction of 100 will make it stop when it collides with another object (and will influence the other object). Elasticity This property contains the elasticity factor of the object. Use a value of 0, and the object will stop as soon as it collides with another object. Use a value of 100, and the object will bounce, keeping the momentum of its movement. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Joint Clickteam Fusion 2.5 allows you to automatically create a joint linking your object to another. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. Type This property indicates which kind of joint to create. It can take the following values : None No joint is created, the object is independant from any attach. This is the default value. Revolute joint A revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. If this option is selected, two new properties appear : Lower angle Enter in this property the minimum angle of the joint, in degrees. If the two values are equal, the joint will have a fixed angle. If the lower value is higher than the upper angle, the joint will have no angle limits. Upper angle Enter in this property the maximum angle of the joint, in degrees. Distance joint A distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. Two new properties appear if this option is selected : Frequency Enter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If a force is applied to the joint, the axis will start to resonate at this frequency. Damping Enter in this property a damping value from 0 to 100, that will stop the axis from resonating. Prismatic joint The object will be linked to the parent object by an invisible piston, and will only move on its axis. Two new properties appear when you select this option : Lower limit Enter in this property the minimal distance between the two objects, in pixels. If this value is equal to the upper limit, the object will not be able to move on its axis. If this value is higher than the upper limit, the joint will not be limited. Higher limit Enter in this property the maximum distance between the two objects, in pixels. The joint will be limited between the lower and the higher values. Joint name Enter in this property a unique name for the joint. You will be able to access this joint and set its parameters by using this name with the Physics – Engine Joint actions. Joint with Enter in this property the name of the object to link with. If no object with that name exists in the frame, then the joint is not created. If several objects with the same name exist, Clickteam Fusion 2.5 will choose the closest object to create the joint. Anchor Defines where the joint is created. From the hot-spot The joint is created at the hot-spot of the two objects (or the current object only for revolute joints). From the action-point The joint is created at the action-point of the two objects (or the current object only for revolute joints). Advanced Engine ID This property is designed to be used if you drop more than one Physics – Engine object in your frame. Enter the Engine ID value of the engine you want to use for this movement. Collision shape This property defines the collision shape of the object, as seen in this page. Auto-rotations This property defines how the object should be displayed, as seen in this page. Smooth rotations This option has an effect in Windows applications only. If you check this option the image rendering will be much better when the object

The Physics – Spaceship Movement

The Physics – Spaceship Movement makes you object move like a ship in space. Pressing the fire button of the joystick makes the reactor pulse and moves your object forward in its current direction. You can turn the objet with the left and right arrow. This movement is perfect for creating games like “Lunar Lander”. The Properties Movement Initial direction Choose the direction at which the object will be created. If you select more than one direction, the final direction is chosen at random when the object is created. Initial impulse Contains the strength of an initial inpulse of the thruster applied to the object at start of frame. The object will start to move in the direction of the thruster, faster or slower depending on its mass (the higher the mass, the slower the movement). Thrust power This property contains the power of the reactor. It only has effect when you press the Fire button of the joystick. The object will move in the forward direction. Thruster Defines how to trigger the reactor. You can trigger it with the Fire 1 button, or the Up arrow. Rotation speed This property contains the speed at which the object rotates when you press the left or right arrow. Deceleration This property contains the ratio at which the object will decelerate when you release the reactor button. A value of zero will make your object move forever (as it happens in space). Object Density This property contains the density of the object, a number from 0 to 100. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. The mass of the object is calculated by the engine from the surface of the object and from the density. Friction This property defines how the object behaves when it is colliding with another object. A friction of 0 will make the object slide on the other object (like ice-skating). A friction of 100 will make it stop when it collides with another object (and will influence the other object). Elasticity This property contains the elasticity factor of the object. Use a value of 0, and the object will stop as soon as it collides with another object. Use a value of 100, and the object will bounce, keeping the momentum of its movements. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Gravity scale This property contains a percentage indicating how much of the physical world gravity must be applied to this object. A value 100 will apply the gravity as defined in the Physic Engine object. A value of 0 makes the object float in the air. A value of 200 will put a gravity twice as strong on the object, and thus make it fall faster. Joint Clickteam Fusion 2.5 allows you to automatically create a joint linking your object to another. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. Type This property indicates which kind of joint to create. It can take the following values : None No joint is created, the object is independant from any attach. This is the default value. Revolute joint A revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. If this option is selected, two new properties appear : Lower angle Enter in this property the minimum angle of the joint, in degrees. If the two values are equal, the joint will have a fixed angle. If the lower value is higher than the upper angle, the joint will have no angle limits. Upper angle Enter in this property the maximum angle of the joint, in degrees. Distance joint A distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. Two new properties appear if this option is selected : Frequency Enter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If a force is applied to the joint, the axis will start to resonate at this frequency. Damping Enter in this property a damping value from 0 to 100, that will stop the axis from resonating. Prismatic joint The object will be linked to the parent object by an invisible piston, and will only move on its axis. Two new properties appear when you select this option : Lower limit Enter in this property the minimal distance between the two objects, in pixels. If this value is equal to the upper limit, the object will not be able to move on its axis. If this value is higher than the upper limit, the joint will not be limited. Higher limit Enter in this property the maximum distance between the two objects, in pixels. The joint will be limited between the lower and the higher values. Joint name Enter in this property a unique name for the joint. You will be able to access this joint and set its parameters by using this name with the Physics – Engine Joint actions. Joint with Enter in this property the name of the object to link with. If no object with that name exists in the frame, then the joint is not created. If several objects with the same name exist, Clickteam Fusion 2.5 will choose the closest object to create the joint. Anchor Defines where the joint is created. From the hot-spot The joint is created at the hot-spot of the two objects (or the current object only for revolute joints). From the action-point The joint is created at the action-point of the two objects (or the current object only for revolute joints). Advanced Engine ID This property is designed to be used if you drop more than one Physics – Engine object in your frame. Enter the Engine ID value of the engine you want to use for this movement. Collision shape This property

The Physics – 8 Directions Movement

The Physics – 8 Directions Movement is designed to easily make an object move in the physical world. You apply impulse in one of the 8 directions available on a gamepad, and the object reacts accordingly. It’s the “all-purpose” movement of the physical world. The Properties Movement Initial direction Choose the direction at which the object will be created. If you select more than one direction, the final direction is chosen at random when the object is created. Directions This property is a filter used when you press the gamepad keys. Only the directions selected in this property will have an effect on the object. For example, if you only choose the left and right directions, the object will only be able to move to the left and right. Acceleration This property contains the acceleration factor of the object. A higher value means that the object will go from static to full speed in the minimum amount of time. Deceleration This property contains the deceleration factor of the object. Once you release the keys (or the gamepad), the object will slow down. The higher the value of this property, the faster the object will come back to a zero speed. Rotation speed This property contains the speed at which the object rotates around itself when you change the direction. A value of 100 will make an instant turn. Object Density This property contains the density of the object, a number from 0 to 100. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. The mass of the object is calculated by the engine from the surface of the object and from the density. Friction This property defines how the object behaves when it is colliding with another object. A friction of 0 will make the object slide on the other object (like ice-skating). A friction of 100 will make it stop when it collides with another object (and will influence the other object). Elasticity This property contains the elasticity factor of the object. Use 0, and the object will stop as soon as it collides with another object. Use 100, and the object will bounce, keeping the momentum of its movements. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Gravity scale This property contains a percentage indicating how much of the physical world gravity must be applied to this object. 100 will apply the gravity as defined in the Physic Engine object. 0 makes the object float in the air. 200 will put a gravity twice as strong on the object, and thus make it fall faster. Joint Clickteam Fusion 2.5 allows you to automatically create a joint linking your object to another. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. Type This property indicates which kind of joint to create. It can take the following values : None No joint is created, the object is independant from any attach. This is the default value. Revolute joint A revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. If this option is selected, two new properties appear : Lower angle Enter in this property the minimum angle of the joint, in degrees. If the two values are equal, the joint will have a fixed angle. If the lower value is higher than the upper angle, the joint will have no angle limits. Upper angle Enter in this property the maximum angle of the joint, in degrees. Distance joint A distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. Two new properties appear if this option is selected : Frequency Enter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If a force is applied to the joint, the axis will start to resonate at this frequency. Damping Enter in this property a damping value from 0 to 100, that will stop the axis from resonating. Prismatic joint The object will be linked to the parent object by an invisible piston, and will only move on its axis. Two new properties appear when you select this option : Lower limit Enter in this property the minimal distance between the two objects, in pixels. If this value is equal to the upper limit, the object will not be able to move on its axis. If this value is higher than the upper limit, the joint will not be limited. Higher limit Enter in this property the maximum distance between the two objects, in pixels. The joint will be limited between the lower and the higher values. Joint name Enter in this property a unique name for the joint. You will be able to access this joint and set its parameters by using this name with the Physics – Engine Joint actions. Joint with Enter in this property the name of the object to link with. If no object with that name exists in the frame, then the joint is not created. If several objects with the same name exist, Clickteam Fusion 2.5 will choose the closest object to create the joint. Anchor Defines where the joint is created. From the hot-spot The joint is created at the hot-spot of the two objects (or the current object only for revolute joints). From the action-point The joint is created at the action-point of the two objects (or the current object only for revolute joints). Advanced Engine ID This property is designed to be used if you drop more than one Physics – Engine object in your frame. Enter the Engine ID value of the engine you want to use for this movement. Collision shape This property defines the collision shape of the object, as seen in this page. Auto-rotations This property defines how the object should be displayed, as seen in this

The Physics – Bouncing Ball Movement

The Physics – Bouncing Ball Movement defines a bouncing object in the physical world. It is not very different in essence from the “Physics – Static” Movement : it only has an initial direction and speed. Important : the object will only bounce on other objects if the elasticity property is set to a high value… The Properties Movement Initial direction Choose the direction at which the object will be created. If you select more than one direction, the final direction is chosen at random when the object is created. Initial speed This property contains the speed of the object upon creation. The object is created in the Initial Direction with the chosen speed. Deceleration This property contains the deceleration factor of the object. Use a value of 0, and your object will move forever. Use a value greater than 0 and it will slow down until it stops completely. Fixed angle If this property is unchecked, the object will be able to rotate on itself while moving. The rotation depends on the collisions with the object. If checked, the angle of the object will be forced to the direction of the movement, and it will not be able to rotate on itself. Object Density This property contains the density of the object, a number from 0 to 100. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. The mass of the object is calculated by the engine from the surface of the object and from the density. Friction This property defines how the object behaves when it is colliding with another object. A friction of 0 will make the object slide on the other object (like ice-skating). A friction of 100 will make it stop when it collides with another object (and will influence the other object). Elasticity This property contains the elasticity factor of the object. Use a value of 0, and the object will stop as soon as it collides with another object. Use a value of 100, and the object will bounce, keeping the momentum of its movement. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Please note that this property must be set to the maximum in order for the object to bounce on other objects. Even so, the speed of the object will slowly decrease and the object will finallly stop. You have to call a “Set speed” action to reset the speed of the object and re-launch it. Gravity scale This property contains a percentage indicating how much of the physical world gravity must be applied to this object. A value 100 will apply the gravity as defined in the Physic Engine object. A value of 0 makes the object float in the air. A value of 200 will put a gravity twice as strong on the object, and thus make it fall faster. Joint Clickteam Fusion 2.5 allows you to automatically create a joint linking your object to another. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. Type This property indicates which kind of joint to create. It can take the following values : None No joint is created, the object is independant from any attach. This is the default value. Revolute joint A revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. If this option is selected, two new properties appear : Lower angle Enter in this property the minimum angle of the joint, in degrees. If the two values are equal, the joint will have a fixed angle. If the lower value is higher than the upper angle, the joint will have no angle limits. Upper angle Enter in this property the maximum angle of the joint, in degrees. Distance joint A distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. Two new properties appear if this option is selected : Frequency Enter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If a force is applied to the joint, the axis will start to resonate at this frequency. Damping Enter in this property a damping value from 0 to 100, that will stop the axis from resonating. Prismatic joint The object will be linked to the parent object by an invisible piston, and will only move on its axis. Two new properties appear when you select this option : Lower limit Enter in this property the minimal distance between the two objects, in pixels. If this value is equal to the upper limit, the object will not be able to move on its axis. If this value is higher than the upper limit, the joint will not be limited. Higher limit Enter in this property the maximum distance between the two objects, in pixels. The joint will be limited between the lower and the higher values. Joint name Enter in this property a unique name for the joint. You will be able to access this joint and set its parameters by using this name with the Physics – Engine Joint actions. Joint with Enter in this property the name of the object to link with. If no object with that name exists in the frame, then the joint is not created. If several objects with the same name exist, Clickteam Fusion 2.5 will choose the closest object to create the joint. Anchor Defines where the joint is created. From the hot-spot The joint is created at the hot-spot of the two objects (or the current object only for revolute joints). From the action-point The joint is created at the action-point of the two objects (or the current object only for revolute joints). Advanced Engine ID This property is designed to be used if you drop more than one Physics – Engine object in your frame. Enter

The Physics – Rotations

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.

The Physical Movements Common Menus

Objects with a physical movement have access to new actions and expressions in the Movement / Physics sub-menu. This section of the documentation will explore the available options. Common actions Every object that contains a physics movement has access to a set of new actions, contained in the Movement / Physics submenu. Set gravity Although it is not contained in the physics sub-menu, the set gravity action can be used to change the gravity scale of the object in the world. Its parameter is a percentage of the world’s gravity to apply to the object. 100 will take the world gravity exactly. 500 will multiply it by 5. -100 will make it a reverse gravity. Set elasticity Changes the elasticity of the object. An object with an elasticity of 100 will bounce on other objects, and stop with a value of 0. Set friction Changes the friction parameter of the object. An object with a friction of 0 will slide on the other object, an object with a friction of 100 will stick to the other objects. Set density For technical reasons, this action has been moved to the Physics – Engine action menu, in the “Object” section. Apply impulse This action applies a brief impulse to the object. The object will start to move in the direction of the impulse. The resulting speed will depend on the size and density of the object (heavier objects will move less). Parameters : force of the impulse, from 0 to 250, and angle of the impulse, in degrees from 0 to 360. Apply angular impulse This action applies a torque for a brief period of time, making the object turn in the direction of the torque. The parameter is the torque, a value from -250 (clockwise) to 250 (anti clockwise). Values like 10 or 20 are usually preferred. Apply force This action continuously applies a force to the object, making it accelerate in the direction of the force. Parameters : strength of the force, from 0 to 250, and angle in degrees from 0 to 360. Stop force Stops a force that has been applied to the object with the previous action. Apply torque This action continuously applies a torque to the object, making it turn faster and faster in the direction of the torque. Parameter: torque, from -250 (clockwise) to 250 (anti-clockwise). Stop torque This action stops the torque that was applied to the object by the previous action. Set linear velocity This action forces the speed of the object. Parameters: speed (from 0 to 250) and angle (in degrees, from 0 to 360). Set angular velocity This action forces the rotation speed of the object. Parameter: rotation speed, from -250 to 250. Common expressions Every object that contains a physics movement has access to a set of new expressions, contained in the Movement / Physics submenu. Gravity This expression is not located in the Physics sub-menu. It returns the gravity scale of the object. A value of 0 means no gravity, a value of 100 is 100% of the world’s gravity. Density Returns the density of the object, a value from 0 to 100. Friction Returns the friction of the object, a value from 0 to 100. Elasticity Returns the elasticity of the object, a value from 0 to 100. Velocity Returns the velocity of the object. This value may be slighly different from the value returned by the speed expression as it is the value of the velocity taken directly from Box2D. Angle Returns the angle of the Box2D object. Here too, the value maybe different from the value returned by the “Angle” expression.