Clickteam Fusion 2.5 Documentation

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Clickteam Fusion 2.5

Product(s) Required:

Clickteam Fusion 2.5 Developer, Clickteam Fusion 2.5 Standard, Clickteam Fusion MacOS, Clickteam Fusion Windows

The Physics – Rope and Chain object creates a realistic rope in the physical world.

The Properties
  • Angle
    This property contains the initial angle of the rope. The rope will react to the gravity when the frame runs.
  • Number of elements
    This property contains the number of elements that the rope is made from. This number includes the first and last elements.
  • Attached on both sides
    Check this property and the end of the rope will be attached to a fixed point. Use this to create rope bridges for example. You might want to reduce the density of the rope to avoid bending.
  • Start image
    Contains the image displayed at the beginning of the rope. The hot-spot of this image is where the rope will be attached to. The action point is where the next element will be attached.
  • Images
    Contains the images that creates the rope. If more than one image is provided, the images are used one after the other. The hot-spot of each image is where the element will be attached to the previous element, and the action point is where the next element will be attached.
  • End image
    Contains the image used to display the end of the rope. The same remark applies for the hot-spots and action points.
  • Friction
    Contains the friction parameter of the rope. A friction of 0 will make all the other objects slide on the rope. A friction of 100 will make them stick to it.
  • Elasticity
    Contains the elasticity factor of the rope. Use an elasticity of 0 and the other object will stop when colliding with the rope. Use and elasticity of 100 and they will bounce on the rope.
  • Density
    Contains the density of the rope. Use a low density to avoid the rope expanding.
  • Gravity scale
    Contains a percentage of the world’s gravity to apply to the rope. A value of 0 will make the rope float in the air. A value of -100 will make it go in the reverse direction of the world’s gravity. A value of 100 will apply the world’s graivty entierely.
  • Engine ID
    This property contains the identifier of the Physics – Engine object to use, if you decide to use more than one object on the frame.
The Conditions
  • An element collides
    • With a backdrop
      This condition is true when an element collides with a backdrop object of the world.
    • With another object
      This condition is true when an element collides with another object of the world.
  • An element leaves the frame
    • On the left
      This condition is true when an element of the rope leaves the frame area on the left.
    • On the right
      This condition is true when an element leaves the frame on the right.
    • On the top
      This condition is true when an element leaves the frame on the top.
    • On the bottom
      This condition is true when an element leaves the frame on the bottom.
  • On each element
    This condition is called when you perform a “For each element” action. It is called for every one of the elements that make the rope.
The Actions
  • Stop
    Stops the movement of the rope. If it is called during a collision with another object of the world, the rope will be pushed by it.
  • Climbing
    • Attach to rope
      Attaches an object to the rope, allowing it to climb up and down. Parameters: object to attach, and horizontal distance to attach the object to.
    • Detach from rope
      Detaches an object that was attached to the rope. Please note that the object will not be able to re-attach to the rope for a period of 4 seconds.
    • Climb up one element
      Move the attached object up to the previous element of the rope.
    • Climb down one element
      Move the attached object down to the next element of the rope.
  • For each element
    • Start loop
      Starts a loop that will explore all the elements of the rope. This action calls the “On each element” condition in sequence.
    • Stop loop
      Stops the execution of the current loop.
The Expressions

All the following expressions awaits the number of the element as parameter.

  • Coordinates
    • X coordinate of element
      Returns the horizontal coordinate of one element.
    • Y coordinate of element
      Returns the vertical coordinate of one element.
    • X coordinate of middle of element
      Returns the horizontal coordinate of the center of one element.
    • Y coordinate of middle of element
      Returns the vertical coordinate of the center of one element.
    • X coordinate of endof element
      Returns the horizontal coordinate of the end of one element.
    • Y coordinate of end of element
      Returns the vertical coordinate of the end of one element.
  • Angle of element
    Returns the angle, in degrees, of the given element.
  • Current element index
    Returns the index of the element involved in a collision, or that leaves the frame area.
  • Loop index
    Returns the index of the loop when using a “For each element / Start loop” action.