The Movement Properties

The Movement properties indicate if and how your object moves on the screen. Clickteam Fusion 2.5 provides different kinds of movements : Physics based movements These movements, available after version 2.5 of Clickteam Fusion 2.5 allow you to create realistic games that follow the principle of physics (gravity, collisions etc.) We really encourage you to use these movements to create amazing games. Static 8 Directions Spaceship Bouncing Ball Race car Platform Spring Axial Background Non-physical movements These movements do not use a physical engine to work : the objects move less realistically than with the physical movements. Though they can be used in simple games where the simulation does not need to be complete. Please note that the path movement can be very useful in a physical environment : it allows you to make your characters follow a path, like guards waiting for an enemy in a castle. Static Bouncing Ball Path Mouse 8 Directions Race car Platform Pinball The layout of the Movement properties explorer changes depending on the selected movement. The first two options though do not change. Movement In Clickteam Fusion 2.5, and object can contain more than one movement. For example, the first movement can be a Path movement, and the second one a Bouncing ball movement. A specific action, in the event editor, indicates to switch from one movement to another. This line, movement, allows you to add movements to the list. It opens a simple dialog box in which you can add, delete, rename movements. For your first applications, you might not need to define more than one movement for your objects. Thus just ignore this property. But when you make a more complex application or game you might need it. Type This combo-box allows you to choose the type of the current movement, from the list stated above. Just open the list and choose the kind of movement. Initial direction When the object is created in your frame, it has an initial direction. This property allows you to specify the initial direction of the object. Click on the number to open the direction selector and click to select one direction. You can select more than one direction, in this case Clickteam Fusion 2.5 will choose a random direction between the selected directions. Try movement Click this button to see your movement at work. This will give you an indication on the speed and initial direction of the object. Press ESCAPE or click on the QUIT button to exit the movement.

The common properties

Most of the objects have certain properties in common. The display properties for example, which allow the user to define how the object is displayed on the screen, or for example, the Alterable Values in which you can store data while the application is running. This chapter will detail the Common properties of the objects. The Common properties are divided into several folders : The Size / Position Properties The Size and Position properties allow you to define the position and size of your object, as you might have guessed. Position X Shows the current X (horizontal) position of the object. You can also change this value manually by entering the new position. Y Same as the X coordinate, but vertically. Here too you can change the position of the object manually. Size Width Shows the current width of the object. You can enter a new value and resize the object horizontally. Height Shows the current height of the object. Here too, you can enter a new value and change its vertical size. Rotation Angle Shows the current rotation angle of the object. You can change the value and actually rotate the object. The Display Options Properties The Display properties folder contains all the necessary to define how your object will be displayed on the screen. Visible at start Check this box and your object will be visible when the frame starts. It is created, but hidden, when the box is not checked. Background options The background options allow you to tune how the background behind the object is saved and restored. Save Background If this mark is checked, the background behind the object is saved into a buffer, and automatically restored when the object moves. This property is usually defined for sprite objects. If it is not checked, the background is not saved, and this might give special interesting effects on the screen. If an object never moves on the screen and its image never changes, you can uncheck this option to speed up the display. Wipe with color If this checkmark is checked, when an object moves, its preceding location will be filled with one color, giving a kind of “paint brush” effect. Use the color selector to choose the color to use. Note that this option might be useful to save memory and accelerate the application : if your object moves in front of a one color background, then using this property will not harm the display and will make things faster. Effect The effect properties allow you to define how the object will be drawn on the screen. Note: if your version has HWA features, these properties may be different, look at the HWA section of this help for more information. Transparent If this property is checked, then the color defined as transparent in the image editor, will be transparent in the application. One will see what is behind. If not, then the transparent color will be displayed. Effect The Ink effect property allows you to control how your object is displayed in the application. This property is a combo box, in which you can choose several options: None The default mode, the non-transparent data of the object replace what is behind it. Semi-Transparent In this mode you have to define a semi-transparency coefficient (the next property), from 0 to 128. 0 Means that the object is opaque (and therefore is identical to the None ink effect), 128 meaning that the object is totally transparent, and won’t be seen. Between 0 and 128 the non-transparent zones of the object will be melted in the display : you will be able to distinguish what is behind the object. Inverted The inverted mode inverts each one of the colors of the object, like a negative film. XOR The XOR setting makes the display processor to compute the data of the object with the data of the background using a XOR logical operator. For certain color schemes, this might give interesting results. AND The AND mode is similar to the XOR mode with an AND logical operator. OR As above, with the OR logical operator. Add The RGB components of the pixels of the object are added to the RGB components of the pixels of the background. Subtract The RGB components of the pixels of the object are subtracted from the RGB components of the pixels of the background. Monochrome The colors of the object are converted to shades of gray. Blend Coefficient [Todo] RGB Coefficient [Todo] Warning: all the effect properties imply complex calculations each time your object is displayed on the screen. For large objects, an ink-effect can significantly reduce the speed of your application, especially if the DirectX+VRAM mode is selected in the properties of the application. Anti-Aliasing Use a special computation of the colors to make them less edgy on the screen. Transitions Fade In The fade in properties allow you to define a transition effect, used when your sprite is created. Click the Edit button to open the Transition Setup dialog box. Fade Out The fade-out properties allow you to define a transition effect used to make your object disappear from the screen. This fade-out only occurs when the object is Destroyed by a Destroy action in the event editor. Click the Edit button to open the Transition Setup dialog box. The Movement Properties Movement In Clickteam Fusion 2.5, and object can contain more than one movement. For example, the first movement can be a Path movement, and the second one a Bouncing ball movement. A specific action, in the event editor, indicates to switch from one movement to another. This line, movement, allows you to add movements to the list. It opens a simple dialog box in which you can add, delete, rename movements. For your first applications, you might not need to define more than one movement for your objects. Thus just ignore this property. But when you make a more complex application or game you might need it. Type This

The Objects

Clickteam Fusion 2.5 contains many different objects. Each object has been created for a specific task, and the number of different objects covers 99.9% of the needs you may have to create a multimedia application or a game. This chapter will cover in details all the different objects contained in Clickteam Fusion 2.5. It is divided in two main sections, the Common properties section, and the Inventory section. Common properties Most of the objects share a set of properties, displayed in the property. This section will cover in details all of the different properties common to all the objects. Inventory Apart from the Common properties, the objects are different from one another. They have specific properties, actions, conditions and expressions. The Inventory section examines in detail the specifics of each object.