The Physics – Things to know
This section contains remarks concerning the physical movements of Clickteam Fusion 2.5 and the way that the physical engine handles them. Large and dense objects The physical engine cannot cope with objects that are too heavy. Heavy objects are large objects with a density close to 100. Such objects piled together will induce calculation errors […]
The Physics – Hot-Spots
In order for your objects to be displayed properly at the position calculated by the physics engine, you have to set the hot-spot of all the images of your object at the correct position. What is a hot-spot? The Clickteam Fusion 2.5 engine calculates the position of the different objects of your game with complex […]
The Physics – Shapes and Collisions
A crucial part of a physical engine is collisions. The engine must detect when two objects collide with each-other, and take appropriate actions, like stopping the objects or pushing one onto another. Box2D performs collisions based on shapes. A shape being the form of an object in the world. The shape must be set during […]
The Physics – Static Movement
The Static Movement handles an object submitted to gravity. The object will enventually fall on the floor and find its final position. Static objects can be pushed by other objects, or modified by the actions of the Physics Engine object. The Properties Movement Initial direction Choose the direction at which the object will be created. […]
The Physical Movements
Since version 2.5, Clickteam Fusion 2.5 comes with a full implementation of the well-known Box2D engine. Box2D is a cross-platform physical engine. It simulates the movements and behaviors of objects as if they were in the real world, taking the mass, density, gravity etc. into account when doing its calculations. The result is an amazing […]