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mmf2 Develop Help

Multimedia Fusion Help
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0% found this document useful (0 votes)
523 views187 pages

mmf2 Develop Help

Multimedia Fusion Help
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 187

Table of Contents

The Animation Editor - Overview


The Animation Editor Interface
The application Properties
The basics
The Event Editor - Overview
The Event Editor Menus
The Event Editor Toolbar
The Event-List Editor - Overview
The Event-List Editor Menus
The Event-List Editor Toolbars
The Expression Editor
The Frame Editor - Overview
The Frame Editor - Layers
The Frame editor - Library Toolbar
The Frame Editor - Popup menu
The Frame Editor - Object window
The Frame Editor Toolbar
The Frame Properties
The Picture Editor - Overview
The Picture Editor Interface
The Properties - Overview
The About Properties
The Alterable Values Properties
The application Properties
The Display Properties
The Events Properties
The Frame Properties
The Runtime Options Properties
Size and Position
The Movement Properties
The Physics Movements
Common actions and expressions
Common actions
Common expressions
The Static Movement
The Static Movement Properties
The Static Movement Actions
The Bouncing ball Movement
The Bouncing Ball Movement Properties
The Bouncing Ball Movement Actions
The Eight Directions Movement
The Eight Directions Movement Properties
The Eight Directions Movement Actions
The Space Ship Movement
The Space Ship Movement Properties
The Space Ship Movement Actions
The Race Car Movement
The Race Car Movement Properties
The Race Car Movement Actions
The Platform Movement
The Platform Movement Properties
The Platform Movement Actions
The Axial Movement
The Axial Movement Properties
The Axial Movement Actions
The Background Movement
The Background Movement Properties
The Background Movement Actions
The Spring Movement
The Spring Movement Properties
The Spring Movement Actions
Shapes and Collisions
Hot Spots
Things to know
The non-physical Movements
The Static Movement
Bouncing ball
The Path Movement Properties
The Mouse Mouvement Properties
The Eight Directions Movement Properties
The Race Car Movement property
The Platform Movement Property
The Pinball Movement Property
Screen - Overview
The Storyboard Editor - Overview
The Storyboard Editor Menus
The Storyboard Editor Toolbar
Technical support
Screen - Overview
The Main Toolbar
The Navigate Toolbar
The Workspace Toolbar
The Properties Toolbar
The Run Toolbar
Preferences - Overview
Preference - General
Preferences - Workspace
The Preferences - Storyboard
The Preference - Frame editor tab
The Preferences - Event editor tab
The Preferences - Event-List editor tab
The Animation Editor
The animation editor allows you to edit the animation of the Active Object. It allows you to
create, modify all the animations contained in this object. The editor is based on the picture
editor: please refer to its documentation for information on the paint icons available in the
toolbar.
The Animation Editor
The Animation editor is opened when you edit an Active object. It allows you to draw and
define the animations of the object.

As you can see in the picture, the animation editor is an enhanced version of the picture
editor. Refer to its documentation for information on the tools and their use. The animation
editor is extended in the bottom of the dialog box. From left to right:

 The animation selector An active object can have a number of animations, and
these animations are used when the object is moving on the screen. The
animations consist of default animations and custom animations. The default
animations are:

o Stopped: used when the object is static


o Walking: used when the object is moving at a slow pace
o Running: used when the object is moving at high speed
o Appearing: if defined, this animation will be played immediately when the
object is created
o Disappearing: if defined, this animation will be played when the object is
destroyed
o Bouncing: played when the object is bouncing on an obstacle
o Launching: played when the Launch object action is triggered. The bullet is
created at the location of the action point of the first image of the animation
o Jumping: used by platform movements, played when the object is jumping
o Falling: used by platform movements, played when the object is falling
o Climbing: used by platform movements, played when the object is climbing
a ladder
o Crouch down: used by platform movements, played when the object is
crouching
o Stand up: used by platform movements, played when the object is
uncrouching
o User animations: you can define an unlimited number of extra animations,
for you to use in your application. To create a new animation, click with the
right mouse button in the animation selector and choose New.

 The direction selector


The direction selector is located to the right of the animation selector. Each
animation can consist of up to 32 different directions. The correct direction will
be automatically selected and used by the movement routines used in the
runtime, if it exists. If the direction does not exist, the closest existing direction
is chosen.
To change the number of directions, use the slider located under the direction
selector. It consists of four settings, 4, 8, 16 and 32 directions. 32 directions take
a lot of memory and should be reserved for the main objects of your application.
Empty directions are marked by an empty square in the direction selector,
whereas directions containing images are marked by a filled dot.

If you right click on one of the filled dots, it opens a popup menu:

o Cut / Copy / Paste / Delete: the casual editing functions are available for
directions. They copy or paste all the images of the direction at once.
o Create rotated directions. This very powerful option allows you to create
all the rotated directions of the animation with just a click. All the directions
are computed by rotating the images around the hot-spot.
o Create opposite direction. Creates the opposite direction by flipping the
object around the hot-spot of the image.
o Flip Horizontally. Flips horizontally all the images contained in the
direction.
o Flip Vertically. Flips vertically all the images contained in the direction.
o Invert Frame Order. Replace the first frame by the last one, the second by
the previous etc.

 Direction options tab.


This tab presents important options for the animation.

o Lower speed. Defines the lower speed of the animation. This speed
indicates how fast the animation plays when the object is static. The speed is
a number from 0 to 100.
o Higher speed. Defines the higher speed of the animation. This speed is the
speed used when the object moves at maximum speed. For movements
between minimum and maximum speed, the speed of the animation is
calculated from the two values.
o Repeat. Indicates how many times the animation should play. Click on the
loop checkbox to force the animation to play forever.
o Back to. Indicates the number of the frame at which the animation loops.

 Frame tab
The frame tab shows the different frames of the animation.
A right click on one of the frames opens the following popup menu:

o Clone frame. Creates a new frame using the current frame as a template.
o Zoom. Opens the zoom dialog box, allowing you to create new frames by
zooming in or out the current frame. The new frames can be inserted before
or after the current frame.
o Rotation. Creates new frames by rotating the object around its hot-spot.
Here too, the new frames can be inserted before or after the current frame.
o Flip horizontally. Flips the selected frames horizontally.
o Flip vertically. Flips the selected frames vertically.
o Select all. Selects all the frames of the animation.
o Unselect. Unselects the selected frames of the animation.
o Cut / Copy / Paste. The casual editing functions work on frames too.
o Delete. Deletes the selected frames.

 The control bar.


The control bar is displayed under the magnified frame. It allows you to quickly
navigate through the different frames of the animation.
From left to right:

o First frame. Displays the first frame of the animation.


o Previous frame. Displays the previous frame of the animation.
o Frame Number. Indicates the number of the frame and the total number of
frames contained in the animation.
o Next frame. Displays the next frame of the animation.
o Last frame. Displays the last frame of the animation.
o Clone frame. Creates a new frame by duplicating the current one. The new
frame is inserted after the current frame.
o Delete frame. Destroys the current frame.
o Display previous or next frame. This powerful option transforms the
animation editor into a light table: it allows to display the previous or next
frame in semi-transparency above the current frame. Very useful to create
animation: you can copy the previous image and create the new one from it.
Moving the cursor to the left displays the previous frame, and to the right
the next frame.
The application properties
The properties of the application are as follow :

Settings folder
This folder contains all the properties to build the application.

 Graphic mode
o Choose the graphic mode used by your application. 256 colors save a lot of
memory, but restrain the number of colors displayed by the application.
 Build
o Build type
Indicates the type of application to build when you select Build application
from the file menu. Can be a Windows "Stand alone application" (a simple
EXE file), a Windows screen saver (a SCR file), a sub-application (.CCN) to
use in a sub-application object, or other types of applications (it depends on
the modules installed on your machines).
o Build filename
Enter the name of the file to build. If you do not enter anything, the name of
the application is used and the required extension is added (SCR, EXE, CCN,
JAR, etc).
o Image filters
Indicates the image filters to include in the executable file of your
application. If the Automatic option is selected in the Image Filters dialog
box, then all the filters will be included if your application contains objects
that display graphic files. In order to reduce the size of your stand-alone
applications or screen savers, we recommend you to unselect the Automatic
option and select only the filters you use.
o Sound filters
Indicates the sound filters to include in the executable file of your
application. If the Automatic option is selected in the Sound Filters dialog
box, then all the filters will be included if your application contains samples.
No filter will be automatically included if your application plays only
external sample files. In any case, we recommend you to unselect the
Automatic option and select the filters you need, in order to optimize the
size of your application and/or to include the needed filters.
o Install Settings
Opens the Install Settings dialog box and allows you to build an install
program for your application and the external files it uses.
 Build Options
o Compression level
Choose between Normal and Maximum. Maximum might be a little slower
to build.
o Compress sounds
Use this option to gain space in your built application. If this option is
selected, the uncompressed WAV samples of your application will be
compressed to ADPCM format, reducing their size by 2 or 4.
o Display build warnings
Uncheck this option if you want to hide the warning messages that are
displayed when you build an application that contains events or objects that
are incompatible with the build type.
o Include external files
Includes in the built file all the external files referred to by the events or by
any object. This option is very handy if you want to create one EXE file that
contains everything. Upon runtime, the files are extracted to a temporary
folder, and all the pathnames that refer to the files are relocated to the
temporary folder. Note: this option doesn't include the files whose filename
is calculated with an expression in the events.
o Compress the runtime
By default, the runtime is compressed and extracted to a temporary folder
when the stand-alone application starts. This can cause problems with
applications that access the Internet, especially if a firewall is installed on
the machine. For such an application, unselect this option so that the
runtime is not compressed and always keeps the same pathname when you
run it. Note: uncompressing the runtime will add about 300 Kb to the size of
the stand-alone application.
 Windows Vista Options
o Execution Level
This option allows you to select the privilege level of your application when
it's executed on Windows Vista :
 None : in this mode, the application is executed by Vista in
"compatibility" mode, i.e. when you create a file in system directories like
the Program Files directory, Vista creates it in a directory in the current
user's Application Data directory and displays it as if it was in the system
directory.
This mode is used to keep compatibility with old applications that write
to their install folder or to the HKEY_LOCAL_MACHINE\Software registry
key. You should not use it in new applications designed for Windows
Vista.
 As invoker (default) : in this mode, the application is executed with the
privileges of the current user (or the calling application if the application
is launched by another one). On Vista usually with normal privileges you
are not allowed to write to system folders (Program Files, Windows, etc.)
or to registry keys not located in the HKEY_CURRENT_USER folder. This
mode is the prefered mode for Vista applications.
 As administrator : in this mode, Windows Vista will ask the user to
confirm s/he wants to run your application, and if so will run it with
elevated privileges, i.e. your application will be able to write to system
folders and anywhere in the registry. This mode should be reserved to
installers or applications that really need to access system folders. Note:
you should sign your application with a certificat so that the
confirmation screen displays this application was made by you and can
be trusted.
Note: when you run your application from MMF2, it's always executed with the "As
invoker" option. If you need to run your application in administrator mode from MMF2,
then exit MMF2 and run it as administrator. The MMF2 runtime will be executed in
administrator mode too.
 Run options
o Command line
Enter here the options you wish to pass to the application when you run it
from the editor. You can use the standard Clickteam Fusion 2.5 options like
/NOF to prevent the application to switch to full screen, /DIB to force the
application to use the standard graphic mode, etc. Of course these options
won't be saved in the stand-alone applications, they are only used when you
run your application from the editor.
o Enable Debugger Shortcuts
Allows you to enable the keyboard shortcuts of the debugger. Unselect this
option if the debugger shortcuts conflict with yours.
o Show Debugger
Allows you to show or hide the debugger.

Window folder
This folder contains the properties of the window in which the application is displayed.

 Size
Enter the size of the application window. You can choose between preset sizes
or enter your own. Warning, do not confuse the size of the window with the size
of the frame!
 Border color
Enter the color of the border drawn around the frame if the frame does not fill
the window entirely.
 Style
o Heading
Check this option and a title bar will be displayed on the top of the window.
o Heading when maximized
Check this option to maintain a title bar when the application window is
maximized
o Disable close button
Check this option and the close button of the window will not work.
Warning, your application must contain a way out!
o No minimize box
Check this option to disable the minimize box.
o No maximize box
Check this option to disable the maximize box.
o No thick frame
Check this option and the application window will be drawn with a thin line
instead of a thick line. If this option is selected, the window won't be
resizable.
o Maximized on boot-up
Check this option and the application will be maximized on boot-up.
o Hidden at start
Check this option and the application will be hidden on boot-up.
 Menu
o Menu bar
Check this option to include a menu in the application. A click on the edit
button opens the Menu editor.
o Menu displayed on boot-up
If this option is checked, the menu bar is displayed in the window when the
application starts.
o Window menu index
Used when creating a MDI application. Indicates the index of the menu
where the list of MDI child windows is inserted.
 Full screen
o Change resolution mode
When running the application, the resolution mode of the computer will
change to match as best as possible the size of the window. For example, if
your window is 640x480, the resolution mode will change to 640x480. Use
this option to create full screen applications.
o Allow user to switch to/from full screen
If this option is selected, the menu of the application will contain an entry to
allow the user to switch between full screen mode and windowed mode.
o Keep screen ratio
In full screen mode, the resolution mode of the computer will change to
match as best as possible both the size of the window and the width/height
ratio of the current screen. This option avoids your application window to
get distorted on wide screens.
o Screen ratio tolerance
This option allows you to define a tolerance for the "Keep screen ratio"
option. This tolerance is a percentage of the current screen ratio. It allows
you to switch to a screen resolution close to the window size of the
application even if its width/height ratio is not strictly identical to the
current screen ratio.
Quick example : Suppose that the current resolution of the user's machine is
1440x900 (ratio = 1440/900 = 1.6), the window size of your application is
640x400 (ratio = 1.6) and the full screen resolutions available on the user's
machines are :
640x480 (r=1.33)
720x480 (r=1.5)
720x576 (r=1.25)
800x600 (r=1.33)
1024x768 (r=1.33)
1152x864 (r=1.33)
1280x720 (r=1.77)
1440x900 (r=1.6)
As you can see, the only resolution with the same ratio is 1440x900. So if
you want to execute your application in a screen resolution with the exact
same ratio, you have no choice, your application will be played in a small
640x480 window in a big 1440x900 screen. If you set a tolerance of 8%,
then any ratio between 1.47 and 1.72 will be considered as acceptable
(between 8% below and above 1.6). So in this case, the 720x480 resolution
will be chosen as it fits in the tolerance interval and is the smallest
resolution greater than the window size of your application. The window of
your application will be slightly distorted but this distortion is much less
than if it was executed in 640x480 full screen mode.
 Options
o Resize display to fill window size
Will resize the content of the application window to match the window size.
Basically, there will not be any borders. This option might slow down the
display.
o Do not center frame area in window
If selected, the frame area will begin in the top/left of the window. If
unselected, the frame area will be centered in the window.
o Multiple document interface (MDI)
Check this option to make a Multiple Document Interface application. A MDI
application allows you to open several windows child of the main
application. Practically, the first frame of your application is used to handle
the background window and creates a new sub-application object with the
"MDI Child Window" option each time it wants to create a new child
window. An MDI application can also have docked toolbars, this is done with
sub-applications with a Docked option.

Runtime options folder


This folder contains all the options to make the runtime work.

 Frame rate
Enter the number of frames per second (FPS) of the runtime, basically the
animation speed of the application when it runs. From 1 to 1000. The default
setting is 50, 100 will double the speed of all the objects on screen, 1 will make a
very slow application, etc.
 Machine independent speed
Use this option to maintain the speed of the runtime on slower machines. This
option makes the runtime skip the display of the frame when it is not running at
the given frame rate. As display operations are usually the more time-
consuming ones, this allows the application to keep its frame rate even on
slower machines.
 Run when minimized
As a default, the application is paused when minimized. Check this option and it
will continue to run when minimized.
 Run when resizing
Check this option and the application will not stop when you resize or move the
window.
 Do not stop screen saver when input event
As a default, a screen saver quits as soon as an input event (keyboard, mouse)
occurs. With this option, it will not quit. It is up to you to test for input events in
your application.
 Do not share data if run as sub-application
Check this option if you want to prevent the parent application to access or
modify the global values, global strings, scores or live numbers of your
application when it is run as sub-application.
 Sound options
o Multi-samples
If this option is checked, up to 32 samples can be played at the same time. If
not only one.
o Play sound over frames
Check this option to continue playing a sound or a music from one frame to
another. For example you might want to have a music playing while loading
the next frame of your application.
o Do not stop samples when application looses focus.
As a default, all the samples are stopped when the application looses the
focus (when another application is activated). Check this option and the
samples will continue playing.
 Display options
o Display mode
The Standard display mode uses the default drivers to display the image.
The Direct3D modes use Direct3D and are much faster, but not everything is
compatible with these modes. Refer to the HWA section in this
documentation for more information about the Direct3D modes.
o V-Sync
If selected, will synchronise the application with the display. Usually
provides a smooth display. As the monitor refresh rate is usually between
6O fps and 90 fps, it's a good idea to set the frame rate of the application to
90 or 100 when you select this option.
o Enable visual themes
Allows visual themes in the application.
 Players
o Initial score
Defines the initial score of all the players, when the game starts.
o Initial # of lives
Defines the initial number of lives of all the players when the game starts.
o Default controls
Click on the edit button to define and edit the player controls of the game.

Values folder
The values folder contains the default values of the global strings and global values. As a
default, global values are equal to 0 and global strings are equal to "". With this property
folder, you can change this and define default values for these items. You can also change
the names of the values.

 Global values
Click on New to define a new global value. Double click on the name of the value
to edit its name : very handy to make your application clearer. Click on the
number to change it. You can also right-click the name of the value and select
Rename to rename it, or Delete to delete it. Note: you can delete only the last
Global Value.
 Global strings
Click on New to define a new global string. Double click on the name of the
string to edit its name : very handy to make your application clearer. Click on
the edit zone to change the string. You can also right-click the name of the string
and select Rename to rename it, or Delete to delete it. Note: you can delete only
the last Global String.

Events folder
The events folder contains only one property : the Global Events. Global events are a list of
events that is global to the entire application.

 Global events
Click on the button to open an event editor and edit the global events.

About folder
The About folder contains all the properties that define your application: name,
information etc.

 Name
This property contains the name of your application. Note this name is not the
filename, it is the internal name of the application.
 Icon
Shows the icon of the application. Click on the Edit button to open the picture
editor. You will notice that the icon is duplicated in different graphic formats :
256x256, 128x128, 48x48 pixels, 32x32 pixels and 16x16 pixels, in true colors,
256 colors and 16 colors. You must draw your icon in all the resolutions. When
you build your application, Clickteam Fusion 2.5 will take the icons that are
needed for the current build type. Note: only the true color images can have an
alpha channel. These images are displayed under Windows XP or above. The
256 color images are displayed under the older versions of Windows when the
desktop is in high or true color mode. The 16 color images are displayed when
the desktop is in 256 colors.
Trick: if you want to reset the icon to the default images, press
SHIFT+CONTROL when clicking the Edit button.

 Filename
This property contains the filename of the application.
 Documentation
o Help file
This line contains a pointer to the help file of your application. This help file
will be displayed when the user presses Help.
 Information
o Author
Enter your name here.
o Copyright
Enter a copyright line here.
o AboutBox text
Enter a text to be displayed in the about-box of your application.
o Description
Enter a short description of your application.
o Company
Enter the name of your company (if it exists).
o Version
Enter the version number of this application.

.
The basics of Clickteam Fusion 2.5
Clickteam Fusion 2.5 is a program that allows you to create multimedia applications,
games, screen savers and a great variety of programs. Before exploring in details the
different parts of Clickteam Fusion 2.5, we must explain a few terms.

The application applications are what Clickteam Fusion 2.5 creates. They are files saved
on the disk, with a ".MFA" extension. applications contain several frames.

The Project
Projects are simply a set of <applications>, loaded all at once. The different
<applications> are listed in the workspace toolbar. The project files are saved on the disk
with the ".MFW" extension. Each application of the project is saved in its own ".MFA" file.

The frames
Frames correspond to the different screens of your application. They can be levels of a
game, chapters in a multimedia presentation, etc. Let's take a simple game as an example :
the first frame would be the title page, the second frame would be the game itself, and the
third frame would be the high score table.
Frames contain objects, and events.

The objects
Objects are dropped in a frame : they are the different "actors" of your application.
Clickteam Fusion 2.5 contains a lot of different objects, to suit the different tasks. For
example, the active object would be used as a character in a game, the string object to
display some text, the button object in a dialog box etc. Objects are dropped on the frame in
the frame editor. Each object contains a number of different properties for a fine control.
Each object also has a number of conditions, actions and expressions to control them.

The properties
You access the properties in the properties toolbar. Properties consist of different values
(texts, options, colors, fonts etc.) that precisely define your object behavior. All the objects
have properties, the application and the frame also have properties.

The events
The logic of your application is defined with events. It is the events that destroy this or
that object, create another here or there, perform calculation etc. Events are the way to
program your application. You enter and edit the events in the event editor .
An event is made of conditions and actions.

The conditions
A condition is a question that can be true or false. For example, "Is key A pressed?" is a
condition, and it will be true when your application is running if the user presses the key A.
An event can contain more than one condition one after the other: they must all be true
at the same time for the event to be true.
When all the conditions of an event are true, the actions are executed.

The actions
An action is a task to perform when the conditions are true. Example of an action : "Add
10 to score of player 1".When this action is encountered, 10 points are added to the score
of player 1. An event can contain more than one action : in the case, they will be executed
one after the other.
The Event Editor - Overview
The event editor is the place where you enter events. Events trigger all the actions and
define the logic of your game or application. Events are made out of one or more
conditions, and one or more actions.

The event editor displays the conditions and the actions in innovative way, like a
spreadsheet. The conditions are listed vertically in the left column, and the action
horizontally in the grid.

To enter a new condition simply click on the New Condition line displayed in the left
column, then right click on the object you want to test in the dialog box, and choose the
condition in the popup menu.

To enter a new action, locate the condition you want to affect with the action, and locate
horizontally the object you want to modify. Click with the right mouse button in the square
located under the object and in front of the condition : a popup menu appears and you
only have to choose your action in the list.

Drag & Drop

The event editor is mouse driven and drag & drop oriented. You can drag almost every
element :

 The conditions between different events


 The actions (checkmarks) from one object to another
 The events to reorder the listing
 The objects on the top bar to set the order as your heart's desires
 You can rearrange the event editor as your heart's desires by drag & dropping
the resizing lines

Just try and see by yourself. You will discover with the event editor a completely new way
of programming, with the mouse and not with the keyboard.

Blocks
It is perfectly possible to make blocks of events and perform cut / paste / delete operations
: the event editor reacts like any editor to the cut and paste operations. The usual keyboard
shortcuts apply to the event editor, or you can choose the cut / paste options in the main
menu.

Undo / Redo

The event editor contains a multiple step undo / redo system : feel free to use it when you
have made a mistake.

Re-ordering

You can modify the order of the actions in an event line. Just double-click a cell in the line,
or right-click the event number and select "Edit the actions" in the popup menu. This will
open the Action editor.
The Event Editor Menus
The event editor contains a lot of popup menus : they provide a very quick access to a lot
of functions. In this page we will describe all the menus.

The objects bar menu

You obtain this menu by right-clicking on one of the objects in the objects bar.

Hides the object from the display. Use this option if you have a lot of objects :
the objects are stored in another hidden folder. A special icon appears on
Hide
the right of the objects bar to get the object back, or you can use the next
option.
Insert hidden
Opens a dialog for you to choose between the hidden objects.
object
The object folders are handy ways to classify the objects in the bar. Choose
this option and it will create two brackets at the location where you clicked.
Insert object Now you are free to drag & drop objects in between these brackets. Drop as
folder many as you want. Once done, a double click on one of the brackets will close
the folder : all the objects are now safe in the folder. To open the folder back,
just double click on it.
When you select this option, it opens a new dialog for you to choose another
Replace by object. Only the objects of the same type as the selected object are
another displayed. Choose an object and click OK : the event editor will replace all the
object occurrences of the first object by the second object, in both the actions and
the conditions. Very handy to replace an object by another one.

Delete any The option will do as stated : it will delete all the actions in the column. For
action in example, you want to get rid of all the samples and sounds, choose this
column option for the Speaker object.

Display Displays the properties of the object in the property toolbar. If the property
properties toolbar was closed, it is opened.
Open If the object contains behaviors, this submenu allows you to open the
behavior behavior event editor to edit the content of the behavior.
Hide objects This option is only available for qualifiers. All the objects bearing this
with qualifier will be hidden, but the qualifier will remain visible. Handy when
qualifiers you have a lot of objects responding to one qualifier.

The event menu

You obtain this menu by clicking on one of the numbers on the left of the display.

This option opens the action editor so that you can reorder the actions in
Edit the actions
the correct order.
Add a new This option opens the objects dialog box for you to choose a new condition.
condition The new condition is added at the end of the list of conditions.
This option hides all the objects that do not contain any actions. Warning
Hide objects
: this might remove a lot of objects from the display, objects that you will
without action
be forced to re-enter by hand!
As the name indicates, inserts a new comment in the list of events. It
Insert / A new
opens the comment setup dialog. Comments are mandatory for large
comment
programs.
Insert / A new
Inserts a new event at the current position.
event

Inserts a new group of events at the current position. Groups are a very
Insert / A group
handy way of simplifying your programming, please refer to the group
of events
documentation for more info.

Cut Copies the line of event to the clipboard and deletes it.
Copy Copies the line of event to the clipboard.
Delete Deletes the current line.

The Condition menu


You obtain this menu by right clicking on a condition in the list of events.

Edit Edits the current action. This may open other dialog boxes and editors.
Replaces the current condition. This option opens the New Condition dialog
Replace
box for you to choose the condition.
Insert Inserts a new condition. This option opens the new condition dialog box.
Negates the current condition. For more information on negated conditions
Negate please refer to the "Understanding the events / Understanding the conditions
/ Condition negation" section.
Inserts a filtered OR operator in the list of conditions of the events. For more
OR operator
information on OR please refer to the "Understanding the events /
(filtered)
Understanding the conditions / OR operators" section.

Inserts a logical OR operator in the list of conditions of the events. For more
OR operator
information on OR please refer to the "Understanding the events /
(logical)
Understanding the conditions / OR operators" section.

Cut Copies the current condition to the clipboard and deletes it.
Copy Copies the current condition to the clipboard.
Paste Pastes the condition contained in the clipboard.
Delete Erases the current condition.

The Action menus

When you right-click on a cell in the grid, a popup menu appears. This menu depends on
the object you have clicked on. Clickteam Fusion 2.5 contains several hundreds of different
menus, each menu being specific to the object you have clicked on. Please refer to the
object inventory documentation for information on all the possible choices.
The Event Editor Toolbar
When the event editor is active, the editor toolbar contains the following icons :

The zoom settings : use the slider to modify the size of the events in the
display, from 0 to 200...
Goto line. Click this icon to jump directly to a specific line number. Very
handy for large programs.
Goto column. Click this icon to make the cursor jump to a given column.
Very handy if you have a lot of objects.
Displays only the events related to the system object. Very handy when
you have a lot of events.
Displays only the events related to active objects.
Displays only the events related to the multimedia objects (CD, video etc.)
Displays only the events related to the text objects.
Displays only the events related to the game-oriented objects.
Displays only the events related to Windows controls (like the button
object)
Displays only the events related to extension objects.
Shows all the hidden events
Hides the system objects from the horizontal object bar : very useful if
you have a lot of objects in your application.
Hides the active object from the objects bar.
Hides the multimedia objects from the objects toolbar.
Hides the text-related objects from the objects toolbar.
Hides the game-oriented objects from the objects toolbar.
Hides the Windows controls objects from the objects toolbar.
Hides the extension objects from the objects toolbar.
Shows all the hidden objects.
The Event-List Editor - Overview
The event-list editor is the other way to edit your program of events. The display of the
events in this editor is done as a list, with conditions and actions listed one after another. It
is up to you to use this editor or the event editor as you prefer.

To enter a new event, first click on the New condition line : this will open a dialog box
presenting all the objects. Right click on the object you want to test and choose the
condition in the list.

Once your condition created, you can add more conditions to the event by right clicking on
the condition and choosing Insert. When you are done with the conditions, just click on the
line "Insert your action here" :

This will open a dialog box presenting you all the objects of the application. Right click on
the one you want to change, and choose the action in the list. Your new action is then
inserted in the event. Here too you can define more than one action : right click on the
action and select the Insert option in the popup menu.

Drag & Drop

Like most of the editors in Clickteam Fusion 2.5, the event-list editor supports drag and
drop. You can drag and drop actions, conditions, or lines of events. Just try it and you will
very quickly understand how it works.

Cut & Paste

The event-list editor allows you to make blocks of events, conditions and actions. Just use
the usual cut / paste commands and the event, condition or action beneath the cursor will
be copied or pasted.

Undo / Redo

The event-list editor responds to the multiple Undo / Redo features, like the event editor.

Printing the events


One of the main advantages of the event-list editor, is its capability of printing the list of
events. Just choose the Print, Print preview, or Print Setup options in the File menu in the
main menu bar.
The Event-List Editor Menus
When you right click on the event number, you get the following popup menu :

Edit Edits the selected line, a remark or a group header.


Insert / A comment Inserts a new comment after the selected line.
Insert / A new line Inserts a new line of events after the selected line
Insert / A group of events Inserts a new group of events after the selected line.
Cut Copies the selected line in the clipboard and deletes it.
Copy Copies the selected line in the clipboard.
Paste Pastes the content of the clipboard at the selected position.
Delete Deletes the selected line.

When you right click on a condition, you get the following menu:

Edit Edits the parameters of the selected line.


Replace Replaces the selected line by a new condition.
Insert Inserts a new condition at the selected position.
Negates the current condition. For more information on negated conditions
Negate please refer to the "Understanding the events / Understanding the conditions
/ Condition negation" section.
Inserts a filtered OR operator in the list of conditions of the events. For more
OR operator
information on OR please refer to the "Understanding the events /
(filtered)
Understanding the conditions / OR operators" section.
Inserts a logical OR operator in the list of conditions of the events. For more
OR operator
information on OR please refer to the "Understanding the events /
(logical)
Understanding the conditions / OR operators" section.
Cut Copies the selected condition to the clipboard and deletes it.
Copy Copies the selected condition to the clipboard.
Paste Pastes the content of the clipboard at the selected position.
Delete Deletes the current line.

When you right click on an action, you get the following menu:

Edit Edits the parameters of the selected line.


Replace Replaces the selected line by a new action.
Insert Inserts a new action at the selected position.
Negate Not available for actions.
Cut Copies the selected action to the clipboard and deletes it.
Copy Copies the selected action to the clipboard.
Paste Pastes the content of the clipboard at the selected position.
Delete Deletes the current line.
The Event-List editor toolbar
When the event-list editor is active, the editor toolbar displays the following icons :

Zoom factor. Change the zoom factor to enlarge or reduce the size of the
text in the event-list editor. From 0 to 200.
Goto line. Moves the cursor to the given line number.
Display events relative to the system objects : as its name indicates, this
tool will filter the events and only display the ones relative to the system
objects.
Display events relative to the active objects.
Display events relative to the multimedia objects.
Display events relative to the text objects.
Display events relative to the game oriented objects.
Display events relative to the Windows Controls (like the button object).
Display events relative to extension objects.
Display all the events (removes the event-filters).
The Expression Editor
The Expression Editor appears when you need to enter a value for an action or a condition.
You will therefore get it when you are using the event editor.

The expression editor works like a big calculator. The current expression is displayed in the
white edit zone and you can click any of the buttons to enter a new value.
The number buttons are used to enter numbers, and the function buttons to enter
functions, like Sine and Cosine. Some functions ask for a parameter, the parameter is
delimited by < and > and is automatically selected when you choose the function. Replace
the content of < and > by the parameter. To select the next < and > click on the Next button.
Some actions or conditions ask for text expressions : you then use strings enclosed in
quotes like "This string", and the functions ending by $.

Retrieve data from object


This button is very important : it opens a dialog box presenting you with all the objects of
the application. Right-click on one of the objects. This opens a popup menu presenting the
possible expressions of the object : you just have to choose what value you need to retrieve
from the object. Click on OK, and a new function appears in the edit zone.

Check current expression


Click this button to check the validity of the expression. If "Valid expression" appears then
your expression is correctly written. If "Syntax error" appears then you have made a
mistake somewhere in your expression : carefully check every element of the expression to
find it.
The Frame Editor - Overview
The Frame editor is one of the most important editors in Clickteam Fusion 2.5. It allows
you to dispose all the objects of a frame of your application nicely, and create your display
progressively.

The Frame editor consists of 2 panes. The left pane, usually small and vertical, is called the
Object List window. It lists all the objects used in the frame.

The right pane displays, and allows you to edit, the content of your frame. Your frame is
displayed in the middle of the edit area, and is surrounded by a gray area. The gray area is
not displayed at runtime, you can use it to hide objects. You can change the size of the gray
area in the preferences of the Frame Editor (Horizontal and Vertical Margins).

If the size of the frame is greater than the size of the window of your application, the size of
the window is represented by a hatched rectangle in the top-left corner of the frame.

Usually the size of the frame including the gray, invisible area, is greater than the size of
the editor's window. To access the hidden areas, just use the scrollbars, or press the SPACE
key while moving the frame with the left mouse button.

How to insert new objects


To insert a new object, either choose the menu option "Insert / New Object" in the menu
bar, or right click in the editor and choose the option "Insert object" from the popup menu.
You will be presented with the object selector box, pick one object and then click into the
frame at the position you want to put it.

Drag & Drop


You can drag & drop objects from:
- the Object List window
- the Workspace window
- the Library window
- another Frame editor
- the same Frame editor

When you drag an object from the Object List window, a new occurrence of the object is
created in the frame. All the occurrences of the same object share the same properties. You
can also create new occurrences with the Duplicate command in the frame editor's context
menu.

When you drag an object from the Workspace window or from the Library window, a new
occurrence of the object is created in the frame. If the original object is from a different
frame and has no occurrence in the destination frame, then a new object is created and
appears in the Object List window.
When you drag an object from / to the same Frame editor, the object is moved. If you press
CTRL while releasing the mouse button, the object is duplicated, i.e. a new occurrence of
the same object is created. Note: when you drag an object, the mouse cursor contains a '+'
when the object is going to be duplicated, otherwise it's going to be moved.

When you drag an object between 2 different frames, by default the object is duplicated in
the destination frame . If you press SHIFT while releasing the mouse button, then the object
is moved, i.e. it is deleted from the source frame.

If you use the right mouse button to drag & drop an object, when you release the mouse
button you are presented with a popup menu, in which you can choose:
- Copy here, to duplicate the object.
- Move here, to move the object.
- Cancel, to cancel the drag & drop operation.

Selection
To select an object, simply click on it. The number displayed in the top-left corner of the
selection box is the number of its layer, followed by the number of the object in the list of
objects of this layer.

To select several objects, either draw a selection box around the objects to select, or
press SHIFT while clicking objects to add or remove them from the selection.

When several objects are selected, you will notice that one of them has a dark blue
selection frame, while the others have a hatched blue selection frame. The object with the
dark blue selection frame is the master object. The master object is used in some
commands like the Align Objects or Make Same Size commands. For example with a
Make Same Width command, all the selected (resizable) objects will be resized to the
width of the master object. With an Align Objects / Left command, all the objects will be
moved so that their left border is aligned with the left border of the master object. You can
change the master object in the current selection by pressing CTRL while clicking on the
new master object.

Move objects
To move objects, just select them and drag them. You can also manually change their
position in the Size & Position tab in the Properties, and/or use the various alignment
commands in the menu.

Resize & Rotate objects


Some objects can be resized or rotated. To resize an object, select it and then click on it
once again: resize handles appears around the selection box. Click and drag the handles to
resize the object. To rotate an object, select it and then click twice to make the rotation
handles appear. Click and drag the handles to rotate the object. You can also manually
change the size and angle in the Size & Position tab in the Property window.
Properties
When you select an object in the Frame editor, its properties are automatically displayed
in the Property window; If the Property window is hidden, right-click the object and select
Properties in the context menu. When several objects are selected, only the shared
properties are displayed in the Property window.

Refer to the section about the objects in this documentation for more info about their
properties.

Cut and Paste


Like any editor, the Frame editor responds to cut and paste operations. You can cut an
object, or several objects, and paste them at other locations. The Cut / Paste options are
located in the main menu / "Edit", or in the popup menu you get when right clicking on an
object. You can also use the standard keyboard shortcuts for cut/paste.

Undo / Redo
The Frame editor contains a multiple undo / redo system, which allows you to explore
the history of actions you have performed on your frame. The Undo / Redo options are
located in the main menu, "Edit" submenu. You can also use the keyboard shortcuts
Control-Z / Control-Y to perform steps of undo / redo.
The Frame Editor - Layers
Clickteam Fusion 2.5 contains a complete layers handling in the frame editor. Layers allow
you to classify the priority of your objects in ... layers. The foremost layer will have its
objects above the others. The back layer will be displayed under all the other layers. More
than that layers allow you to perform scrolling in runtime.

To create a layer, you first have to open the layer toolbar : choose the "View / Toolbars /
Layers toolbar" in the main menu and the layers toolbar should appear on the right of your
window.

As a default, Clickteam Fusion 2.5 creates one layer in which all the objects go. If you load
an application made with a previous version of Clickteam Fusion 2.5 or with The Games
Factory, you will find all your objects in the first layer.

Lets see in detail the buttons contained in the layer toolbar:

This button enables or disables the display of all the objects contained in the layer.
You can only hide the objects of the non-selected layers.
This button locks all the objects of the layer : they become non selectable. Very
handy when you have a complex frame with loads of objects.

This miniature shows the content of the layer.

Adds a new layer to the list of layers.


Deletes the selected layer from the list. Beware, all the objects contained in the
layer are destroyed at the same time.
Other possibilities
To move a layer before or after another one, just select it and drag & drop it to another
layer.
To move an object to another layer, just select it in the Frame editor and drag & drop it to
the other layer in the Layer toolbar.

Layer properties

When you select a layer, its properties are displayed in the Property window:

Name Its name, displayed in the Layer toolbar.


Visible at
Option to hide or show the layer in runtime when the frame starts.
start
Advanced option to allow you to disable the background saving of the
Save
objects of this layer if it doesn't move. Disabling the background saving
background
allows you to save memory and speed up the display.
Allow you to define the layer speed relatively to the others in scrolling
X and Y applications. Floating point values, 1.0 = standard speed. For example if the
Coefficients X scrolling coefficient of Layer 1 is 1.0 and the X scrolling coefficient of
Layer 2 is 1.5, then Layer 2 will scroll 1.5 times faster than Layer 1.
Wrap
If this option is selected, the background objects will wrap horizontally.
Horizontally
Wrap
If this option is selected, the background objects will wrap vertically.
Vertically

If your version has HWA features, layers also have Effect properties in HWA mode, look at
the HWA section of this help for more information.
The Frame Editor - Library Toolbar
The library toolbar is very handy to create games : it displays the content of the Clickteam
Fusion 2.5 libraries of objects. It is very flexible and allows you to add new libraries in just
a few clicks.

Upon installing your version of Clickteam Fusion 2.5, the install program has automatically
pre-defined the default libraries. To open a library, simply click on its folder name in the
left panel. Then click on the name of the library in the right panel and your objects will
appear in the window.
To have a glance at the object in real size, simply double click on its icon. Just click
somewhere on the screen to close this little window.

To add a library.
Have the library ready on your disc in a specific folder. Then right click on the library
folder panel to open the popup menu and choose the New option. A directory selector will
appear for you to enter the directory where your libraries are stored. Then you will have to
enter a name for the new library... and your library will be ready for use. Libraries are
simply Clickteam Fusion 2.5 applications saved in a library folder. Note: applications or
library files created with older versions of the program are supported too, but .MFA files
are displayed faster and use less memory when displayed as library.

To delete a library.
Select the library in the library folder, and right click on it. Then choose Delete.

To rename a library.
Select the library in the library folder, and right click on it. Then choose Rename and enter
the new name.

To add a Library object to a frame.


Select the library in the library folder and drag and drop the object from the Library
window to the frame editor.

Note: if a library contains only one frame, only the objects of this frame will be displayed in
the Library window. If the library contains several frames, the list of frames will be
displayed as well. You can drag & drop frames from the library window to the Workspace
toolbar, i.e. you can make your own Frame libraries to create frame templates for your
applications.
The Frame Editor Menus
The commands specific to the Frame editor in the main menu are the following:

 Edit Menu
o Undo: allows you to undo the previous command.
o Redo: allows you to redo the previously undone command.
o Cut: copies the selected objects to the clipboard and deletes them.
o Copy: copies the selected objects to the clipboard.
o Paste: paste the content of the clipboard.
o Delete: deletes the selected objects. Warning: if these objects are attached to
events in the events of the frame, the events will be deleted and won't be
restored by the Undo command.
o Clone: creates (a) new object(s) from the selected object.
o Duplicate: creates (a) new occurrence(s) of the object.
o Select All: selects all the objects.
o Unselect: unselects the selected objects.
o Invert Selection: unselects the selected objects and selects the unselected
objects.
o Properties: displays the properties of the selected object(s) and shows the
Property window if it's hidden.
 View Menu

o Zoom: allows you to zoom the display in and out.


o Center: centers the view around the selected object, or around the center of
the frame if no object is selected.
o Show Grid: displays the grid.
o Snap to Grid: when this option is selected, the objects are positioned on grid
nodes when they are created or moved.
o Grid Setup: allows you to edit origin and spacing of the grid.
o Previous Frame: edits the previous frame in the current editor.
o Next Frame: edits the next frame in the current editor.
 Arrange Menu

o Order: allows you to change the order of the objects.


Note 1: some types of objects cannot go in front of, or behind other types in
a given layer. Background objects cannot go in front of Active objects, and
Active objects cannot go in front of Windows control objects. To display
Background objects in front of active objects, you have to create a new layer
and move these background objects to this new layer.
Note 2: this doesn't apply to Windows control objects or more generally to
objects displayed in their own window, as this kind of object is always
displayed above all the layers, and especially above any background or
active object.

 To Front: moves the object in front of the others in the same layer.
 To Back: moves the object behind the others in the same layer.
 Forward one: moves the object in front of the next object in the same
layer.
 Backward one: moves the object behind the previous object in the same
layer.
 By X / Y: sorts the selected objects by decreasing or increasing
coordinates.
o Align In Frame: allows you to align the selected objects relatively to the
frame.
o Align Objects: allows you to align the selected objects with the master
object of the selection.
o Space Objects: allows you to space evenly the selected objects horizontally
or vertically.
o Make Same Size: allows you to make the size of the selected objects equal
to the size of the master object of the selection, horizontally or vertically.
o Flip: allows you to flip the selected objects horizontally or vertically.
o Lock: allows you to lock all the objects of given types. Locked objects cannot
be selected.
o Unlock All: unlocks all the locked objects. Note: an object can also be
individually unlocked by pressing SHIFT+CTRL while clicking on it.
o Show Created Items: displays the objects created by Create actions in the
event editor. These objects are hidden by default.
 Text Menu
The commands in this menu only apply to text oriented objects.
o Typeface: allows you to select a new font for the selected objects.
o Color: allows you to change the text color of the selected object.
o Style: allows you to change the text style of the selected object.
o Align: allows you to change the text alignment of the selected object.
o Show #: shows the end of line characters (Formatted Text object).

When you click on an object with the right mouse button, a context menu appears:
This menu contains most of the commands described above, plus several specific
commands:

 Edit: Opens the editor associated with the object, for example the picture editor
for the Backdrop object, or the setup box of other objects.
 Insert Object: opens the New Object dialog box. Select the type of object you
want to create and then click in the frame editor to create it.
 Create Quick Backdrop Object: Creates a Quick Backdrop object from the
selected object.
 Create Backdrop Object: Creates a Backdrop object from the selected object.
 Create Active Object: Creates an Active object from the selected object.
 Lock: locks the selected object(s).
The Frame Editor - Object List window
On the left of the main frame editor window, lays a vertical window : the Object List
window.

This window displays all the objects of the frame. You can drag & drop objects from this
window to the frame editor.

Note: selecting an object in the Object List window will select all its occurrences in the
Frame editor.

Popup menus
When you right click in the empty space in the window, a popup menu appears :

Small icons
Displays the objects with small icons (16x16).
 Large icons
Displays the objects with large icons (32x32)
 Arrange icons
o No
Does not sort the icons.
o by Name
Sorts the icons by name.
o by Type
Sorts the icons by type (active with active, text with text etc.)
When you right click on an object, the following popup menu appears :
 Edit
Opens the setup box or graphic editor for the selected object.
 Rename
Allows you to rename the object.
 Preferences
Opens the Preferences dialog box.
 Properties
Displays the properties of the object in the Property window.

Creating folders
For large projects with many objects, you can reduce the number of objects displayed in
this window by creating folders. In order to do so, you have to right click on the frame

name in the workspace toolbar, and choose the option "New folder".

Once done, a new folder appears, and you can drag & drop objects to it.
The Frame Editor Toolbar
When the frame editor is open, some new tools appear in the editor toolbar.

The zoom bar allows you to set the zoom factor of the editor.
Grid Setup. A click on this icon opens the grid setup dialog box.
Show grid : click on this button to see the grid on the frame.
Snap to Grid : click this button so that the objects snap to the grid nodes.
Font selection : only active when a text oriented object is selected. Opens the
font selector.
Bold : click this button to turn the selected text into bold.
Italics : click this button to turn the selected text into italics.
Underline : click this button to underline the selected text.
Text color : open this combo box to choose a new color for your text.
Left align : click this button to align the text on the left.
Center : click this button to center the text.
Right align : click this button to align the text on the right.
Center Frame : this button centers the currently selected object in the editor's
window. If no object is selected, the frame is centered.
The Frame Properties
As every object in Clickteam Fusion 2.5, the frame has properties. They are listed in this
page :

Settings folder
The settings folder contains the basic properties of the frame.

 Size
Enter the size of your frame, in pixels. Warning, do not confuse the size of the
frame and the size of the application window : the size of the frame is the actual
size of the ground where your characters will move.
 Virtual Width
Very useful for huge scrolling games: defines the virtual width of the frame. A
large virtual width allows you to scroll on a large surface, larger than the frame
itself. If the Wrap option is selected in a layer, the background of this layer will
wrap automatically when it reaches the real width of the frame. For example, a
frame size of 640x480 and a virtual width of 10000 will enable the player to
scroll up to the position 10000 on the right without being stopped. If you enter -
1 in this field the scrolling is quasi-infinite.
 Virtual Height
Same as above, vertically.
 Background color
Allows you to choose the background color of the frame.
 Palette
The edit button opens a box to edit the 256-color palette of your frame. This
palette is used either if your application is in 256 colors, or when you launch
your true-color application under a 256-color Windows : all the colors will be
remapped using this color palette.
 Transitions
o Fade in
Defines the fade in transition of the frame : the effect used to make the
frame appear. Click on the Edit button to open the transition setup box.
o Fade out
Defines the fade out transition of the frame : the effect used to make the
frame disappear. Click on the Edit button to open the transition setup box.
 Demo recording
o Demo file
Indicates the name of the demo file in which to record the keypresses and
mouse movements.
o Record demo
Launches the frame, recording all the key pressed and mouse movement in
the given file. This file can be later replayed with the Play demo file action of
the Storyboard object.
 If your version has HWA features, frames also have Effect properties in HWA
mode, look at the HWA section of this help for more information.

Runtime options folder


The runtime option folder contains settings used by the runtime for this frame.

 Grab desktop at start


If this option is selected, the background of the frame will be a snapshot of the
desktop. You can use this option to make transparent screen-savers.
 Keep display from previous frame
If this option is checked, the background of the frame will be the display left by
the previous frame.
 Handle background collisions even out of window
If you make a scrolling game with a large playfield, you might want to check
this option : the collisions with the background will be handled even far from
the window.
 Display frame title in window caption
Check this option and the frame title will be displayed in the caption area of the
window.
 Resize to screen size at start
If this option is selected, the frame will be resized to the size of the screen, for
example 1024x768 if your screen is in that resolution. Useful for example for
screen savers or for resizable applications.
 No display surface
If your frame consists of only Windows controls (like buttons, checkmarks, list
boxes) you can save memory at runtime by checking this option: no display
surface will be created (making impossible to display graphic objects), but
Windows controls will work fine.
 Force load on call option for all objects
The load on call option is an option that makes the application load the data
relative to one object only when it is used. This option is useful if you have
multiple big objects : only the objects in use will be loaded.
 Screen saver setup frame
If you are creating a screen saver, check this mark and the current frame will be
used as the setup frame of your screen saver: it will be automatically opened
when the user chooses the Setup option in the screen saver control panel.
 Include global events
By default the global events (the ones you edit in the properties of the
application) are included in each frame. This option allows you to exclude global
events from a given frame.
 Timer-based movements
When this option is selected, the movement and animation speed of the objects
in this frame is based on the exact time difference, making it independent from
the machine speed. Note: for compatibility reasons, this option is not selected
by default in frames of old applications. If this option is not selected, the speed
is based on a frame count, less precise.
 Movement timer base
Value (frames per second) of the timer on which movements are based when
the Timer-based Movements option is selected. It allows you to define the frame
rate of the movements and animations independently from the frame rate of the
application.
 Number of objects
Enter in this line the maximum number of objects of the frame. From 100 to
20000. Of course, 20000 objects will be slower than 100.
 Password
Each frame can contain a password. This password will be useful in runtime :
the user can directly jump to a specific frame of the application by entering the
password after selecting the Password command in the menu.

About folder

 Name
Enter the name of the frame here.
The Picture Editor
The Picture editor is an important part of Clickteam Fusion 2.5: it allows you to create and
edit all the images and icons contained in your application. It is a complete paint package
supporting advanced features.
The Picture Editor
The Picture editor is a complete paint package embedded in Clickteam Fusion 2.5. It
contains all the necessary tools to draw, import and edit images.

Edit Area

The edit area, in the center of the dialog box, contains the image to edit. To draw, you have
to select a tool from the Drawing tools on the left, select the drawing color(s) in the color
palette on the right, and then use your mouse to draw in the image.

If the image is larger than the edit area, you can use the scroll bars to view the hidden
areas. You can also press the SPACE key and move the image with the left mouse button
without releasing the SPACE key.

To zoom the image, either use the Zoom slider in the Drawing tools, or use the mouse
wheel.

Drawing tools

Clear: erases the current image.


Import: opens the Import dialog allowing you to import an image file in the editor.
See below.
Export: saves the image as an external file.
Options: allows you to choose the function of the right mouse click on the image,
either the second (background) color, or pick a color from the image.
Cut: copies the current selection to the clipboard and deletes it.
Copy: copies the current selection to the clipboard.
Paste: pastes the content of the clipboard to the picture.
Delete: deletes the current selection.
Undo / Redo: cancels or redoes the last actions.
Flips the image horizontally. Press SHIFT to flip the alpha channel at the same time.
Flips the image vertically. Press SHIFT to flip the alpha channel at the same time.
Crop: resizes the image by eliminating the blank area around it. You can use a
combination of keys to crop several images at the same time when you click on the
Crop button : SHIFT to crop all the images of the current direction or image list,
SHIFT + CONTROL to crop all the directions of the current animation, SHIFT +
CONTROL + ALT to crop all the animations of the current object.
Transparency mode. In this mode you can choose to view and edit the transparent
color, or the alpha channel. When drawing in the alpha channel, the color palette is
replaced by shades of gray.
Magnifier: sets the zoom factor used to display the image. Use the slider beside the
icon to change the zoom factor.
Selection: allows you to make a block around areas of the image. Use the Opacity
slider to make the selected area semi-transparent.
Color picker: allows you to pick a color in the image using the mouse. The left mouse
button allows you to pick the foreground color, the right mouse button allows you to
pick the background color.
Brush: used to draw pixels and lines in the image. The options in the settings window
allow you to change the size of the brush and modify its opacity.
Lines: allows you to draw straight lines in the image. The options in the settings
window allow you to change the size of the line and modify its opacity.
Rectangle: used to draw rectangle shapes in the image. The options in the settings
window allow you to choose between filled, outlined and filled+outlined rectangle,
change the size of the border and modify the opacity of the rectangle.
Ellipse: used to draw circles and ellipses in the The options in the settings window
allow you to choose between filled, outlined and filled+outlined ellipse, change the
size of the border and modify the opacity of the ellipse.
Polygon: allows you to draw closed polygons. Draw the lines defining the polygon
with the left mouse button, and close the polygon with a double click. The options in
the settings window allow you to choose between filled, outlined and filled+outlined
polygon, change the size of the border and modify the opacity of the polygon.
Shape: used to draw a closed shape with the mouse. The options in the settings
window allow you to choose between filled, outlined and filled+outlined shape,
change the size of the border and modify the opacity of the shape.
Fill: fills closed shapes with one color. You can change the color tolerance of the filling
process in the settings window.
Spray: use a spray to draw in the image. You can change the size and pressure of the
spray in the settings window.
Text: used to draw a text in the image. Choose the font and the attribute of the font,
and enter your text in the dialog box. You can move the text with the mouse while the
dialog box is open. The Import Font button is enabled when you edit a Counter, Score
on Lives object displayed as Numbers. It allows you to import the numbers from a
font.
Eraser: draws with the transparent color, therefore erasing the image.
Resize: used to resize the image. Enter the new size of the picture in the edit zones
and click the Apply button. If you choose Proportional, the other coordinate will be
calculated automatically to keep the proportions of the image. Stretch will stretch the
image to the new size, Resample will resample the new image and produce a better
resizing effect.
Rotation: used to rotate the image. Enter the angle and click the Apply button and
this tool will rotate the image around its hot spot.
Hot spot: the hot spot is the point in the image corresponding to the actual X and Y
coordinates of the object. You can set the position of the hot spot in the image with
this tool. The Quick Move buttons allow you to move the hot spot to specific positions
in the image: top-left, top-center, top-right, center-left, center, etc. If you are editing
an image list, for example a direction in the Animation editor, you move the hot spot
in all the images by pressing ALT while changing the position of the hot spot.
Action point: the action point is the location in the image where the action takes
place (for example, when you launch an object, the bullet will be created at the
position of the action point). You can set the position of the action point with this tool.
The Quick Move buttons allow you to move the action point to specific positions in the
image: top-left, top-center, top-right, center-left, center, etc. If you are editing an
image list, for example a direction in the Animation editor, you move the action point
in all the images by pressing ALT while changing the position of the action point.

Color palette

The color palette depends on the object you are editing. If you are editing an object from
the current frame, it will contain the 256-color palette of the frame. If you are editing the
icon of an object, it will contain a standard Windows halftone palette. If you are editing an
alpha channel, it will contain shades of gray. Click one of the colors in the color palette to
select the color to use. Use the left button to select the foreground color, and the right
button to select the background color.

The boxes below the color palette contain the background color, the foreground color and
the transparent color. To draw with the transparent color, click the Transparent color box,
with the left or right button. To customize the background or foreground color, double-
click on it and select a color in the color selector.
Transparent Color

Each image in Clickteam Fusion 2.5 has a transparent color, even if it's displayed as opaque.
To change the transparent color, you can either press the SHIFT key while clicking on a
color in the color palette, or select the Transparency tool in the toolbar and pick a color in
the image.

In this version of Clickteam Fusion 2.5, any color can be transparent (in previous versions
of Clickteam Fusion 2.5, only the black color was transparent).

Indicators

The 3 indicators at the bottom of the dialog box contain :


- The coordinates of the mouse cursor
- The size of the selection
- The RGB values of the pixel under the mouse cursor

Keyboard shortcuts

A = Rotate tool
B = Selection tool
D = Brush tool
E = Ellipse tool
F = Fill tool
G = Polygon tool
H = Hot Spot tool
L = Line Tool
M = Shape tool
P = color picker tool
Q = Action Point tool
R = Rectangle tool
S = Spray tool
T = Text tool
U = Eraser tool
W = Size tool
Y = Transparency tool

Ctrl + A = Select All


Ctrl + C = Copy
Ctrl + E = Edit alpha mask
Ctrl + I = Flip horizontally
Ctrl + J = Flip vertically
Ctrl + K = Crop
Ctrl + N = Clear
Ctrl + O = Import
Ctrl + S = Export
Ctrl + T = Show / Hide transparent color or alpha mask
Ctrl + V = Paste
Ctrl + X = Cut
Ctrl + Y = Redo
Ctrl + Z = Undo
Del = Delete Selection

Ctrl + Left Arrow = previous frame


Ctrl + Right Arrow = next frame

F2 / Ctrl+'+' = Zoom In
F3 / Ctrl+'-' = Zoom Out
F4 = Zoom x1

The Import dialog

When you click on the Import button, it opens a file selector, allowing you to select the
image file to import. According to the type of image or animation you import, you will be
able to select either simple image files, or animation files as well.

Note: numbered image files are considered as an animation. For example if you select the
file IMAGE001.BMP and the files IMAGE002.BMP and IMAGE003.BMP exist in the same
directory, Clickteam Fusion 2.5 will load the 3 images and display them in the Import
Image dialog box.

When you have selected the image file to import, the following dialog box opens :
The top of the dialog box shows the picture to import. Use the scrollbars to display the
hidden areas.

 Transparent Color
The color stated there will be taken as the transparent color (areas below the
object will be visible). Use the Pick button to choose another color directly from
the image, or double-click the colored square to choose a color in a color
selector. If you do not want to use a transparent color, simply choose a color
that is not present in the image.
 Box mode
This option is very powerful: it allows you to capture several images contained
in boxes in a single image file. In order for this option to work, you must respect
some rules when saving the image file. First, every graphic you want to import
must be surrounded by a rectangle of a color different from the background
color of the image. The same color must be used to define all the rectangles
surrounding the graphics contained in the image. Secondly (optional), you can
define the hot-spot and action points of each image with a pixel of a different
color in the horizontal and vertical lines of the rectangles. To define the hot-
spot, indicate its position by a pixel of a different color in the top line (X
coordinate) and left line (Y coordinate). To define the action point, put a
different pixel in the bottom line (X coordinate) and right line (Y coordinate).
The capture process works from left to right and top to bottom (like reading). If
you capture an animation, the top-left frame will be the first captured.
 Import as Animation
If this option is not selected, the first imported image will replace the image
currently edited in the picture editor. If this option is selected, another group of
options becomes activated:

o From Frame
Indicates the index of the first image that will be imported.
o To Frame
Indicates the index of the last image that will be imported.
o Replace current animation
The list of frames being edited will be cleared before importing the new
images.
o Insert before current frame
The imported images will be inserted before the frame being edited.
o Insert after current frame
The imported images will be inserted after the frame being edited.
 Import selection
Imports the selected part of the image. To select a part of the image, click the
Select button and draw a box around the area to import.
 Import as selection
If this box is checked, the imported image will not replace the current picture,
but will be imported as a selection in the picture editor.
The Properties - Overview
Clickteam Fusion 2.5 relies heavily on properties. Properties are values, options, strings,
numbers etc. needed by every element of the application.

The properties are displayed and edited in the property toolbar.

The first line of the property toolbar contains tabs, identified by icons : each tab
corresponds to a group of properties.

Once a property is set its effect is immediate, you can see this effect immediately on the
screen.

Every element of your application has properties :

 The application
 The frame
 The layers
 The objects
 The occurrences of the objects in the Frame

If you select several items, only the common properties will be displayed in the Property
window.
The About Properties
The About properties contain the name and the icon of the object.

Name
Enter the name of your object in this field. Enter a name that describes precisely your
object, your events will be much easier to read.

Icon
Click on the EDIT button to open the icon editor. And draw your icon the way you like.
The Values Properties
Lots of objects contain alterable values and alterable strings : internal counters and strings
that you can change and make calculations with. The Values Properties allow you to set the
initial value and name of the alterable values and strings.

If a value is not listed in the property page, its initial value will be zero or an empty string
"". Therefore you do not need to list an alterable value or string if you want it to start at
zero.

New
Click on this button to add a value to the list. Then you simply click on the number or string
and change it : the value indicated will be used to initialise the alterable value at runtime.
You can also rename the value or string by double clicking on the name, or right-click the
name and select the Rename or Delete command in the popup menu. Note: you can delete
only the last value.
The Display 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.
 Ink 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:
o None
The default mode, the non-transparent data of the object replace what is
behind it.
o 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.
o Inverted
The inverted mode inverts each one of the colors of the object, like a
negative film.
o 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.
o AND
The AND mode is similar to the XOR mode with an AND logical operator.
o OR
As above, with the OR logical operator.
o Add
The RGB components of the pixels of the object are added to the RGB
components of the pixels of the background.
o Subtract
The RGB components of the pixels of the object are subtracted from the RGB
components of the pixels of the background.
o Monochrome
The colors of the object are converted to shades of gray.
 Anti-Aliasing
Use a special computation of the colors to make them less edgy on the screen.

Warning: all the ink-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.

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 Events Properties
The Events properties control two important features of Clickteam Fusion 2.5 : the
qualifiers and the behaviors.

Qualifiers A qualifier is a small icon and a name, that can be applied to several objects. For
example, the "Bad" qualifier can be applied to all of your enemies in a game, even if they are
different objects. They all can have the "Bad" qualifier. Under the event editor, the qualifier
will appear in the list of objects. You can use the qualifier as you would do for any object.
You now understand that it simplifies a lot programming the same event for all the baddies
: instead of entering the action or condition for each of the bad guys, you simple use the
qualifier "Bad" and everything is done in one line.

The qualifier dialog box is simple : click on the Add button to choose a qualifier in the list of
available qualifiers. Select a qualifier and press Delete to remove one qualifier.

Behaviors.
Behaviors are a list of events, specific to the object. Using the Edit button in this property,
you can open a new event editor to edit this list of events. Your object will be the only one
listed. You can import new objects with the "Import object" button. You define your events
as usual.
The great advantages of the behaviors is that the events are integrated in the object's
properties : it means that if you copy the object, the behaviors will be copied at the same
time.
Example : you create a button that makes a click. Create a behavior that plays the sound
"click" when you press the button. Then if you copy this object to another frame, it will click
automatically when pressed.
The Runtime Options Properties
The Runtime Options properties control some aspects of the object during runtime.

Create at start If you uncheck this option, the object won't be created when the frame
starts. You'll have to use a Create Object action to create an instance of this object.

Create before Frame fade-in transition


Available for extension objects. By default, the extension objects are not created before the
fade in transition of the Frame starts. The Start of Frame actions and conditions for these
objects are executed after the fade in transition ends. As lots of extensions are displayed in
their own window, this option allows you to avoid these windows to be displayed during
the transition. Check this option if you would prefer the object to be created before the
transition starts.
Note: if you experience crashes in Start of Frame events and the Frame has a fade-in
transition, try to check this option, the crash might happen because some expressions used
by other objects in Start of Frame actions use expressions of extension objects not yet
created.

Scrolling options
These properties control how the object behaves itself when your frame scrolls.

 Follow the frame


If this property is checked, the object will move with the frame scrolling : if the
frame goes to the left, the object will go at the same speed to the left and
disappear on the left of the screen. If not checked, the object will stay static on
the screen. This property is usually unchecked for scores and lives indicators.
 Destroy if object is too far from frame.
If your object goes past a certain limit away from the display, and if this
property is checked, the object will be automatically destroyed. Warning, for
scrolling games you must use this option with caution as it might destroy
important objects.
 Inactivate if too far
To save processing time, Clickteam Fusion 2.5 contains an option to stop the
computation of the objects if they are too far from the display window. The
object is not destroyed, but stops moving and reacting with collisions. Three
settings are available:
o Automatic : objects controlled by a player (with a movement) are not
inactivated. All other objects are inactivated.
o Yes : always inactivates if far from the window.
o No : never inactivates.

Collision
 Use fine detection.
Available for active objects only. If checked, the collisions with this object and
the others will be pixel precise (transparent areas do not trigger a collision). If
unchecked, the collision will be done in box mode, with the rectangular box that
surrounds the object.

Memory options

 Global object
Makes the object global. Global objects have the great advantage to be unique
for all the frames. Imagine the main character of your game, it is duplicated in
many frames of the game. If you want to change a pixel of the character, you will
have to change it in every frame. If your object is defined as global, you will not
need to do so : change it in one frame only and the changes will be reflected in
all the frames.
For counters and strings, the content of the counter or string is duplicated from
one frame to another.
How to create a global object : first create your object in one frame, and mark it
as global. To use the object in other frames, display the content of the first frame
in the object selector of the frame editor, and drag and drop the original object
into the new frame.
 Editor synchronization
This option allows you to specify how global objects are synchronized across all
frames in the editor. If this option is set to "No", the global object is not
synchronized with others. If this option is set to "Identical Objects", the objects
identical to the current are synchronized with it (this is the old way, which
doesn't work sometimes for some objects, especially when they have
behaviors). If this option is set to "Same name and type", the global objects with
the same name and type as the current object will be synchronized with it.
When you create a new object, this option is set to "Same name and type" by
default. In old applications, this option is set to "Identical objects" for the
existing global objects.
 Load on call
This option saves memory, and accelerates loading time of big frames. If
unchecked (default option), all the object's data are loaded at the beginning of
the frame. For big objects on CD-ROM this can create a small delay when the
frame appears.
If checked, and if the object is not created at the beginning of the frame, the
object's data are not loaded at the beginning of the frame. They are only loaded
when you create the object in the frame.
The Size and 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 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.
o Static
o Eight Directions
o Space Ship
o Bouncing Ball
o Race-Car
o Platform
o Spring
o Axial
o 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 ennemy in a castle.
o Static
o Bouncing Ball
o Path
o Mouse
o Eight Directions
o Race car
o Platform
o 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 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 and really accurate
movement of the objects : they do look as if they were in the real world.
Clickteam Fusion 2.5 implementation of the engine is made to make things simple for you.
No complicated vectors or force. You just choose a movement in the list of Physics
movements, set its properties and that's all: your objects behave as they would in the real
world.
Clickteam Fusion 2.5 offers you many actions and properties to create amazing games.
Some of its features :

 Support all the classic kinds of movements of Clickteam Fusion 2.5, in real-
world physics
 Enhanced platform movement, with more properties and settings
 Complete integration within Clickteam Fusion 2.5, nothing to change in the way
you usually program your games
 Total control over the physical engine, with many actions to cover all the
aspects of a physical world
 Advanced features like the possibility of using more than one engine in your
frame
 Fast, fun and amazingly addictive

This chapter describes the following mouvements:

 Static
 Eight directions
 Bouncing ball
 Race car
 Spaceship
 Platform
 Axial
 Background
 Spring

You will find the actions and expressions common to all the physical movements in this
page :

 Common actions and expressions


You should also read the following information about how the physical engine works.

 Shapes and Collisions


 Hot Spots
 Things to Know
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.

 Actions
 Expressions
The physics movement common action menu
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.
The physics movement common expression menu
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.
The 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.

 Properties
 Actions
The Physics - Static movement - properties

 Movement
o 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.
o Linear damping
This property contains a value that slows down the movement of the object.
The object will move forever (or until it collides with an obstacle) if this
value is 0. If it is different from 0, the object will progressively slow down to
finally stop. High values (like 100) will stop the object instantly.
o Angular damping
This property contains a value that slows down the rotation of the object.
Static objects can rotate, when they enter in collision with other objects for
example. If this property is set to 0, once turning, the object will keep on
turning forever. If it is different from 0, the rotation of the object will slow
down progressively and stop. High values will prevent the object from
rotating.
o Fixed angle Check this property, and the object will not be able to rotate on
itself. Its angle will be set to the initial angle as defined in the properties.
Please note that a "Set angle" action will have an effect and will change the
angle of the object. But in the case of a collision with another object for
example, the angle will remain static.

 Object
o 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.
o 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).
o 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.
o 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.

o 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.
o 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.
o 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.
o 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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 Static movement - 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 to fall again).
 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 and your object will float into the
air, a value of 200 and your object will fall twice as fast on the floor.
 Set deceleration
Changes the linear damping factor of the object, making the object decelerate
after a movement has been initiated.

 Physics

o Set elasticity
Changes the elasticity factor of the object. Use a value of 0 and your object
will stop instantly when colliding with other objects. A value of 100 will
make your object totally elastic : it will bounce when colliding with other
objects or backgrounds.
o Set friction
Changes the friction parameter of the object. This value 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).
o Apply impulse
This action applies a brief force to the object in the given direction, resulting
in the object moving in this direction, faster or slower depending on the
object's mass. Parameters: strength of the force to apply, and direction in
degrees.
o Apply angular impulse
This action applies a brief torque to the object, making it rotate in the given
direction, faster or slower depending on the object's mass. You have to
provide the torque, a value from -250 to 250, negative values making the
objects turn clockwise.
o Apply force
This action applies a constant force to the object : once started, the force
will be applied at every loop of the game, until a "stop force" action is
executed. Parameters: strength of the force and its direction in degrees.
o Stop force
Stops a force that has been applied to the object. The object will continue to
move at its current speed and direction.
o Apply torque
This action applies a constant torque to the the object, making it rotate
faster and faster in that direction, until a "Stop torque" action is executed.
Parameter: torque to apply, a value from -250 to 250, negative values
making the object turn clockwise.
o Stop torque
Stops a torque that has been applied to the object. The object will continue
turning at its current angular speed and direction.
o Set linear velocity
Sets the instant velocity of the object. The object will start moving in the
given direction, whatever its mass, size or density. Parameters: speed of the
movement, a value from 0 to 250, and direction in degrees.
o Set angular velocity
Sets the instant rotation speed and direction of the object. The object will
start turning in the given direction, at the given speed, whatever its size,
density or mass. Parameter: rotation speed, a value from -250 to 250,
negative values making the object turn counter clockwise.
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...

 Properties
 Actions
The Physics - Bouncing Ball movement : Properties

 Movement
o 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.
o Initial speed
This property contains the speed of the object upon creation. The object is
created in the Initial Direction with the chosen speed.
o 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.
o 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
o 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.
o 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).
o 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.
o 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.

o 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.
o 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.
o 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.
o 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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 Physics - Bouncing Ball movement : Actions

 Stop Stops the object and also makes it bounce if the elasticity factor is not zero.
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
to fall again).
 Bounce
Stops the object and makes it bounce if the elasticity factor is not set to zero. If
this action is called out of a collision-detection event, the object will simply
reverse its speed and direction.
 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 and your object will float into the
air, a value of 200 and your object will fall twice as fast on the floor.
 Set deceleration
Changes the deceleration factor of the object. Higher values will make the
object stop faster.

 Physics

o Set elasticity
Changes the elasticity factor of the object. Use a value of 0 and your object
will stop instantly when colliding with other objects. A value of 100 will
make your object totally elastic : it will bounce when colliding with other
objects or backgrounds.
o Set friction
Changes the friction parameter of the object. This value 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).
o Apply impulse
This action applies a brief force to the object in the given direction, resulting
on the object moving in this direction, faster or slower depending on the
object's mass. Parameters: strength of the force to apply, and direction in
degrees.
o Apply angular impulse
This action applies a brief torque to the object, making it rotate in the given
direction, faster or slower depending on the object's mass. You have to
provide the torque, a value from -250 to 250, negative values making the
objects turn clockwise.
o Apply force
This action applies a constant force to the object : once started, the force
will be applied at every loop of the game, until a "stop force" action is
executed. Parameters: strength of the force and its direction in degrees.
o Stop force
Stops a force that has been applied to the object. The object will continue to
move at its current speed and direction.
o Apply torque
This action applies a constant torque to the the object, making it rotate
faster and faster in that direction, until a "Stop torque" action is executed.
Parameter: torque to apply, a value from -250 to 250, negative values
making the object turn clockwise.
o Stop torque
Stops a torque that has been applied to the object. The object will continue
turning at its current angular speed and direction.
o Set linear velocity
Sets the instant velocity of the object. The object will start moving in the
given direction, whatever its mass, size or density. Parameters: speed of the
movement, a value from 0 to 250, and direction in degrees.
o Set angular velocity
Sets the instant rotation speed and direction of the object. The object will
start turning in the given direction, at the given speed, whatever its size,
density or mass. Parameters: rotation speed, a value from -250 to 250,
negative values making the object turn counter clockwise.
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.

 Properties
 Actions
Physics - 8 Directions movement : Properties

 Movement
o 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.
o 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.
o 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.
o 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.
o 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
o 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.
o 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).
o 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.
o 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.

o 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.
o 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.
o 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.
o 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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.
Physics - 8 Directions movement - 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 to fall again).
 Set gravity
Changes the gravity scale of the object. This value represents a percentage of
the world's gravity applied to this object. A value of 100 will apply the full
gravity of the world. A value of 0 will make your object float in the air. A value of
-100 will have an effect opposed to the gravity of the world, and make your
object float like a balloon.
 Set speed
Changes the speed of the object. The object will start to move in its current
direction..
 Set rotating speed
Changes the rotation speed of the object.
 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.

 Physics

o Set elasticity
Changes the elasticity factor of the object. Use a value of 0 and your object
will stop instantly when colliding with other objects. A value of 100 will
make your object totally elastic : it will bounce when colliding with other
objects or backgrounds.
o Set friction
Changes the friction parameter of the object. This value 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).
o Apply impulse
This action applies a brief force to the object in the given direction, resulting
in the object moving in this direction, faster or slower depending on the
object's mass. Parameters: strength of the force to apply, and direction in
degrees.
o Apply force
This action applies a constant force to the object : once started, the force
will be applied at every loop of the game, until a "stop force" action is
executed. Parameters: strength of the force and its direction in degrees.
o Stop force
Stops a force that has been applied to the object. The object will continue to
move at its current speed and direction.
o Set linear velocity
Sets the instant velocity of the object. The object will start moving in the
given direction, whatever its mass, size or density. It awaits the speed of the
movement, a value from 0 to 250, and the direction in degrees.
The Physics - Spaceship movement
The Physics - Spaceship 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".

 Properties
 Actions
The Physics - Spaceship movement : Properties

 Movement
o 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.
o 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).
o 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.
o Thruster Defines how to trigger the reactor. You can trigger it with the Fire
1 button, or the Up arrow.
o Rotation speed This property contains the speed at which the object
rotates when you press the left or right arrow.
o 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
o 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.
o 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).
o 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.
o 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.

o 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.
o 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.
o 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.
o 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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 Physics - SpaceShip movement : 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 to fall again).
 Set speed
This action allows you to fix the speed of the object. The object will carry on
moving in the current direction with the new speed.
 Set acceleration
This action allows you to set power of the thruster. The value of the parameter
is the same as the property.
 Set deceleration
This action change the value of the deceleration factor. The higher the value,
the faster the object will slow down and reach a speed of 0.
 Set rotating speed
Changes the speed at which the object rotates when you press the left or right
keys
 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 and your object will float into the
air, a value of 200 and your object will fall twice as fast on the floor.

 Physics

o Set elasticity
Changes the elasticity factor of the object. Use a value of 0 and your object
will stop instantly when colliding with other objects. A value of 100 will
make your object totally elastic : it will bounce when colliding with other
objects or backgrounds.
o Set friction
Changes the friction parameter of the object. This value 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).
o Apply impulse
This action applies a brief force to the object in the given direction, resulting
in the object moving in this direction, faster or slower depending on the
object's mass. Parameters: strength of the force to apply, and direction in
degrees.
o Apply angular impulse
This action applies a brief torque to the object, making it rotate in the given
direction, faster or slower depending on the object's mass. You have to
provide the torque, a value from -250 to 250, negative values making the
objects turn clockwise.
o Apply force
This action applies a constant force to the object : once started, the force
will be applied at every loop of the game, until a "stop force" action is
executed. Parameters: strength of the force and its direction in degrees.
o Stop force
Stops a force that has been applied to the object. The object will continue to
move at its current speed and direction.
o Apply torque
This action applies a constant torque to the the object, making it rotate
faster and faster in that direction, until a "Stop torque" action is executed.
Parameter: torque to apply, a value from -250 to 250, negative values
making the object turn clockwise.
o Stop torque
Stops a torque that has been applied to the object. The object will continue
turning at its current angular speed and direction.
o Set linear velocity
Sets the instant velocity of the object. The object will start moving in the
given direction, whatever its mass, size or density. Parameters: speed of the
movement, a value from 0 to 250, and direction in degrees.
o Set angular velocity
Sets the instant rotation speed and direction of the object. The object will
start turning in the given direction, at the given speed, whatever its size,
density or mass. Parameter: rotation speed, a value from -250 to 250,
negative values making the object turn counter clockwise.
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.

 Properties
 Actions
The Physics - Race Car movement : Properties

 Movement
o 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.
o 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.
o Speed
This property contains the maximum speed of the object, when it reaches
full speed.
o 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.
o 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.
o 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
o 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.
o 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).
o 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.

o 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.
o 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.
o 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.
o 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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 Physics - Race Car movement : 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 to fall again).
 Set speed
Changes the speed of the object. The object will start moving in the direction it
is currently 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 rotating speed
Changes the speed at which the object rotates when you press the left or right
keys
 Physics

o Set elasticity
Changes the elasticity factor of the object. Use a value of 0 and your object
will stop instantly when colliding with other objects. A value of 100 will
make your object totally elastic : it will bounce when colliding with other
objects or backgrounds.
o Set friction
Changes the friction parameter of the object. This value 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).
o Apply impulse
This action applies a brief force to the object in the given direction, resulting
in the object moving in this direction, faster or slower depending on the
object's mass. Parameters: strength of the force to apply, and direction in
degrees.
o Apply force
This action applies a constant force to the object : once started, the force
will be applied at every loop of the game, until a "stop force" action is
executed. Parameters: strength of the force and its direction in degrees.
o Stop force
Stops a force that has been applied to the object. The object will continue to
move at its current speed and direction.
o Set linear velocity
Sets the instant velocity of the object. The object will start moving in the
given direction, whatever its mass, size or density. Parameters: speed of the
movement, a value from 0 to 250, and direction in degrees.
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.

 Properties
 Actions
The Physics - Platform movement : Properties

 Movement
o 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.
o 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.
o 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.
o 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.
o 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.
o Climbing speed This property contains the speed of the character when he
climbs (up or down) a ladder.
o 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.
o 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
o 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.
o 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.
o Next strength This property contains the strength of the further jumps, that
is the jumps done when you are already jumping.
o Jump while crouched
Check this property to allow your character to jump when he is crouched.
o 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.
o 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
o 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.
o 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.
o 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
o 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.
o 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 Physics - Platform movement - 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 and your object will float into the
air, a value of 200 and your object will fall twice as fast on the floor.
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.

 Properties
 Actions
The Physics - Axial movement : properties

 Joint
o 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.
o 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.
o 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.
o 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.
o 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
o 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.
o 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
o 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.
o 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).
o 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.
o 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.

o 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.
o 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.
o 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.
o 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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 Physics - Axial movement : 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 to fall again).
 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. 0 will make your object float into the air, 200
will make it balance faster on its axe.

 Physics

o Set elasticity
Changes the elasticity factor of the object. Use a value of 0 and your object
will stop instantly when colliding with other objects. A value of 100 will
make your object totally elastic : it will bounce when colliding with other
objects or backgrounds.
o Set friction
Changes the friction parameter of the object. This value 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).
o Apply impulse
This action applies a brief force to the object in the given direction, resulting
in the object moving in this direction, faster or slower depending on the
object's mass. Parameters: strength of the force to apply, and direction in
degrees.
o Apply angular impulse
This action applies a brief torque to the object, making it rotate in the given
direction, faster or slower depending on the object's mass. You have to
provide the torque, a value from -250 to 250, negative values making the
objects turn clockwise.
o Apply force
This action applies a constant force to the object : once started, the force
will be applied at every loop of the game, until a "stop force" action is
executed. Parameters: strength of the force and its direction in degrees.
o Stop force
Stops a force that has been applied to the object. The object will continue to
move at its current speed and direction.
o Apply torque
This action applies a constant torque to the the object, making it rotate
faster and faster in that direction, until a "Stop torque" action is executed.
Parameter: torque to apply, a value from -250 to 250, negative values
making the object turn clockwise.
o Stop torque
Stops a torque that has been applied to the object. The object will continue
turning at its current angular speed and direction.
o Set linear velocity
Sets the instant velocity of the object. The object will start moving in the
given direction, whatever its mass, size or density. Parameters: speed of the
movement, a value from 0 to 250, and direction in degrees.
o Set angular velocity
Sets the instant rotation speed and direction of the object. The object will
start turning in the given direction, at the given speed, whatever its size,
density or mass. Parameter: rotation speed, a value from -250 to 250,
negative values making the object turn counter clockwise.
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 movements 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.

 Properties
 Actions
The Physics - Background movement : Properties

 Object
o 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).
o 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.
o 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.
o 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.
o 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.
o 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.
o 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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 Physics - Background movement : Actions
Physics

 Set elasticity
Changes the elasticity factor of the object. Use a value of 0 and the objects
colliding with the background object will stop instantly. A value of 100 will
make it totally elastic : the other objects will bounce when colliding with it.
 Set friction
Changes the friction parameter of the object. This value defines how the other
objects behave when they are colliding with it. A friction of 0 will make the
other objects slide on it (like ice-skating). A friction of 100 will make them stop
and stick to it.
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.

 Properties
 Actions
The Physics - Spring movement : 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
o 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.
o Collision shape This property defines the collision shape of the object, as
seen in this page.
o Auto-rotations This property defines how the object should be displayed,
as seen in this page.
o 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 Physics - Spring movement : 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.
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 initialization, that is, in a Clickteam Fusion 2.5
application, at start of frame, or when the object is created. Box2D works with only one
shape for an object : it does not accept very well that the shape of an object is changed in
the middle of the game. Clickteam Fusion 2.5 therefore defines the shape of the object in
the physical word as soon as the object is created.
Most of the different movements allow you to choose between 3 different shapes for your
objects:

 Box
The shape of the object is a simple box. The dimensions of the box are the
dimensions of the first image of the object. You may need to use this shape if
you want an object to be perfectly balanced on each side of its center of gravity :
using a shape constructed by Clickteam Fusion 2.5 may not produce a
completely symetrical shape.
 Circle
The shape of the object is a circle. The radius of the circle is calculated from the
width and height of the first image (by using the average between the two
values). Circle shape will allow your object to roll perfectly on the ground.
 Shape of first image
With this option, Clickteam Fusion 2.5 analyses the shape of the first image of
the object, and converts it into a shape that can be understood by Box2D. To
avoid slowing down the engine, the number of points defining this shape is
limited to 8, so the shape created is a rough estimation of the shape of the
object.
Box2D does not accept concave shapes (it just reports false collisions when you force such
a shape). This is the reason why the algorithm used by Clickteam Fusion 2.5 to calculate the
shape of the object makes sure that the final shape is convex. As a result, if your object is
concave, the calculated shape will not be exactly the same as the shape of the object.
To create concave objects in your application, you will have to divide the concave object in
several smaller convex objects.

The shape detection algorithm of Clickteam Fusion 2.5 may not evaluate the shape of the
object in a precise manner for certain cases, as illustrated there :
Speed Box2D is highly optimized, but choosing a simple shape (box or circle) instead of a
polygon shape, will simplify the calculations, and accelerate the speed of the engine. If you
plan to create a complex game with a lot of objects, you should consider setting the shape
properties of the objects to box or circle.
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.

You do not know what a hot-spot is? Please read this page about hot-spots.

This position is simple : for all the physical movements, but the platform movement, the
hot-spot should be set at the center of gravity of the object.

For all physical movements but the platform movement

All the movements, including the background and spring movements.


The hot-spot should be set at the center of gravity of the image. Use the "G" button of the
animation editor to calculate the exact position of the center of gravity of the image.
Please follow this step by step tutorial on how to set the hot-spot of your object to the
center of gravity.

Please note that setting the hot-spot at another location will only have adverse effects.
You might be tempted to set the hot-spot at the location of a joint you might want to
create, or an axis in the object. Don't do it. The rule of thumb for physical objects is
"always set the hot-spot at the center of gravity of the object".

For the physical platform movement


The hot-spot of the image should be set in the middle of the feet of the character.
Please follow this step by step tutorial on how to set the hot-spot of your object in the
middle of the feet of your object.
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 from the engine and the
objects will flicker on the screen.
You can solve this problem by reducing the density of the objects.
You can also attenuate this problem by increasing the iteration and position
iteration values in the Physics - Engine object, as well as the value of the Scale
factor.

 My piles of objects do not stabilize themselves If your frame contains a pile


of objects, and if this pile does not find a static position after a while, this might
be due to the calculation imprecisions of the physics engine. The parameters of
the engine are set to be a balance between speed of execution and calculation
precision. You might want to increase this precision during a certain period of
time (at the beginning of your frame, so that all the objects find their position),
and revert it to the normal value later.
To do so, you should use the Physics Engine object "Set engine iterations"
action. The default value are 6 and 2. You can increase to see the result.
 Moving objects seem to collide far from background objects
This problem might occur if your object has a concave shape. Box2D does not
accept concave shapes. You should cut your object into several, convex objects.
More information here.
The Non-Physical Movements
Clickteam Fusion 2.5 contains since its origin, a set of non-physically driven movements.
These movements have become obsolete since the publication of the Box2D-based
movements, and we strongly encourage you to use the Box2D movements to create your
games.

Please note that the Path movement can prove to be very useful, even in a physically-
driven game, to have objects follow a pre-defined path in the world.

By default, any object with a non-physical movement is also created in the world, and its
position is forced at each loop. This provides a certain amount of interaction with the other
objects, but you must know that this interaction is limited (Box2D does not really like the
position and angle of an object to be forced).
The Static Movement Properties
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.


The Bouncing Ball Movement Properties
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.
The Path Movement Properties
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.
The Mouse Movement Properties
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.
The Eight Directions Movement Properties
The Eight 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.
The Race Car Movement property
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).
The Platform Movement Property
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.
The Pinball Movement Properties
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.
Exploring the Clickteam Fusion 2.5 screen
The Clickteam Fusion 2.5 screen is made of different elements :

 The menu bar, contains all the possible menu choices


 One or more Icon toolbars, which provide shortcuts to some of the menu
options
 The Workspace toolbar, which displays the files currently edited and their
components
 The Properties toolbar, which displays the properties of the currently selected
object (or frame, or application)
 The Library toolbar, which displays the content of the library
 The Layers toolbar, in the frame editor
 An Editor bar which displays icons of commands specific to the current editor
 One or several Editor windows to edit a frame or an application
 In the bottom of the screen, the Status bar which displays some information
about the editor or commands being executed.
The Storyboard Editor - Overview
The Storyboard editor is where you edit the frames of your application. It shows the frames
in the order you entered them, and allows you to resize them, change the order etc.
Although all the options of the storyboard editor can be found in the frame properties,
some people prefer to use the Storyboard editor for the synthetic view it provides.

From left to right :

 Frame Number
This shows the number of the frame in the application. A click on this button
will open the frame editor.
 Thumbnail
Presents a reduced version of the frame. A right click opens a popup menu.
 Title
Shows the title of the frame. Click on it to edit it.
 Password
Shows the password of the frame. Click on it to edit it.
 Fade in icon
Click on this icon to enter a fade in transition. The fade in transition is then
showed as a line above the frame.
 Fade out icon
Click on this icon to enter a fade out transition. The out transition is then
showed as a line below the frame.
 Size of the frame
Enter the size of the frame in the edit zones.
Drag & drop
The storyboard editor allows you to re-order the frame as you wish : just click on the
thumbnail of the frame you wish to move and drag & drop it to another location.
The Storyboard Editor Menus
When you right-click on the frame thumbnail, a popup menu appears :

Frame editor Opens the frame editor on the selected frame.


Event editor Opens the event editor on the selected frame.
Event list
Opens the event list editor on the selected frame.
editor
New folder This option is not available in the storyboard editor.
New object This option is not available in the storyboard editor.
Rename Changes the name of the selected frame.
Creates a new frame by copying the current frame. All the objects and
Clone
events are copied.
Cut Copies the frame to the clipboard and deletes it.
Copy Copies the frame to the clipboard.
Paste Pastes the content of the clipboard at the current location.
Deletes the current frame. Warning : there is no Undo in the storyboard
Delete
editor!
Preferences Opens the preferences dialog box.
Properties Opens the property toolbar if not already opened.
The Storyboard Editor Toolbar
When the Storyboard editor is active, the editors toolbar shows the following icons :

The Zoom tool. Use the slider to set the zoom factor of the editor, from 0 to
200.
Show headers. If selected, the column headers are displayed.
Show content. If selected, the frame details are shown. Unselect this option
if you want to display a large number of frames.
Technical support
Do not hesitate to contact us in case of problem with your copy of Clickteam Fusion 2.5.
There are multiple ways to reach us :

For technical issues, please ask your questions either in the Clickteam Fusion 2.5 forums
(recommended), or in the mail support page, on our web site: www.clickteam.com

For other issues, please ask your questions in the mail support page, on our web site:
www.clickteam.com
The Main Toolbar
The main toolbar contains the basic functions you would expect to load / save your
application.

Creates a new application file.


Opens an existing application file.
Saves the current application file.
Cuts the current selection and copies it into the clipboard.
Copies the current selection to the clipboard.
Pastes the content of the clipboard into the screen.
Performs one step of UNDO.
Performs one step of REDO.
Opens Clickteam Fusion 2.5 help window.
The Navigate Toolbar
The Navigate toolbar contains icons to facilitate the navigation in the application, and to
open the different editors.

Opens the storyboard editor.

Opens the frame editor.


Opens the event editor.
Opens the event-list editor.
Opens the data elements editor.
Returns one step in the list of opened editors. Clickteam Fusion 2.5
remembers all the editors and frames opened at a time. This icon
allows you to navigate in the list and open the previous editor/frame
in just one click.
Goes one step forward in the list of opened editors.
This combo box allows you to jump directly to a specific frame.
Jumps to the previous frame in the current editor.
Jumps to the next frame in the current editor.
The Workspace Toolbar
The Workspace Toolbar might be the most important toolbar of all : it displays in great
details the content of your application.

All the items in the list are classified in order, from the application to the object :
applications contain frames, which contain objects.
You can select any item in the tree, and its properties will appear in the property toolbar
for you to modify them. You can also cut / copy / paste / clone / delete frames directly in
this toolbar. A click with the right mouse-button will open the popup menu relative to the
item you clicked on.
It is also possible to drag & drop frames and objects in this window : simply use you mouse
as you would do for any drag&drop operation.
The Properties Toolbar
The Properties Toolbar, as its name indicates, shows the properties of the currently
selected object. This object can be an application, a frame or an object in the frame.

Each property is shown as a single line, with means to edit it. The edit options can be a
button, a checkbox, a color selector, an edit line etc. : every line can be different from
the other depending on the item to edit. To edit an item, simply click on it. The properties
are grouped in folders, and you can choose the correct folder by clicking on the tab icon
on the top of the properties toolbar.

This toolbar is used very often in Clickteam Fusion 2.5, so you should not hide it. However
you can do it if you want to free space in the workspace: each item in the application
contains a Properties entry in its context menu, to re-open the property window if
necessary.

You can also undock this window. Just drag it to the center of the screen. When the window
is a floating window, you will notice a button with a circle in the top-right corner, to the left
of the Close button. Click this button to prevent the window from being closed when you
click elsewhere on the screen. Click this button again to make it "auto-closable".
The Run Toolbar
The Run toolbar contains icons to launch your application, or the current frame.

This icon will launch your project (launches the first application contained in the
project)

Launches the current application.

Launches the current frame.


Stops the current application / frame and returns to the editor.
The Preferences Dialog - Overview
The Preferences dialog is where you define the basic parameters of Clickteam Fusion 2.5. It
is a tabbed dialog box with different options.

You open the Preferences dialog by choosing the menu option Tools / Preferences.
The Preferences - General tab

General options

 Autobackup
The autobackup system is a powerful system that secures your backups. Enter
the number of copies to keep in the edit zone, the more the better. Each time
you save a version of your work, it will create a numbered copy of the previous
file. For example if you save Game.mfa, it will create game.001, game.002,
game.003. Game.001 is the newest file of the backup and game.003 the oldest.
In case a problem occurs in the main file, you can revert to the previous one
instantly. We strongly advise that you enable autobackup for important
projects.
 Always prompt for filename when building applications
Check this option if you want Clickteam Fusion 2.5 to prompt you for the
filename of the destination file when you build an application. If this option is
not selected and the application has already been built, building it again will
overwrite the previous destination file.
 Check for Update every
Indicates how often Clickteam Fusion 2.5 should check if a new version is
available on the Clickteam server. Select the delay in the combo box. If you
select "Never", the program will never check if a new version is available. If you
select "Day", the program will check it every day, etc.
When a new version is available, Clickteam Fusion 2.5 asks you if you want to
download it and install it. We recommend you to always install the latest
versions of the program.
 Number of Undo levels
Indicates how many commands are stored in the Undo buffer. You can save
memory by reducing this number.
The Preferences - Workspace tab

General

 Save dialog boxes size & position


Choose this option and Clickteam Fusion 2.5 will remember the size and
position of all the dialog boxes.

Workspace

 Double click application


Choose which editor to open when you double click on the application. Default
is storyboard editor.
 Double click frame
Choose which editor to open when you double click on the frame. Default is the
frame editor.
 Double click object
Choose what to do when double clicking on an object. Default is edit the object.

Property toolbar

 Hilight attributes
If checked, the selected property will be displayed in bold.
 Show info box
If selected, a small information box is displayed in the bottom of the property
toolbar.
The Preferences - Storyboard tab

Zoom
Indicates the default zoom factor of the storyboard editor, from 0% to 200%.

When creating a new application

 Show storyboard
If selected, the storyboard editor is automatically displayed when you create a
new application.
 Automatically create a blank frame
If selected, a blank frame is created when you create a new application.

Display top bar


Displays the information bar on the top of the storyboard window.

Display comments
Displays the comments for each frame. Unselect this option if you have a lot of frames to
display.
The Preferences - Frame editor tab

Margins
The two numbers define the width and the height of the margins in the frame editor (the
blank area outside the frame). You might want to increase their size or reduce it depending
on the objects you have to store outside of the frame.

Object Window
The object window displays all the objects used in the frame.

 Do not sort objects


The objects will be displayed in their internal order.
 Sort by name
Sorts the objects by their name
 Sort by type
Sorts the object by their type (active, text, counter etc.)
 Small icons
Displays the objects with small icons (16x16). Advantage : you can display a lot
of objects.
 Big icons
Displays the object with big icons (32x32).

Default font
Defines the default font used in the editor. When you create a new text-oriented object, it
will use this font by default. Click on Change to choose another font.
Create automatic icons
If this option is selected, the object's icon will be automatically updated from the drawing
of the object whenever the object is modified. You might want to prevent this from
occurring if you want to draw the icons yourself.

Proportional resize when dragging diagonal handle


If you uncheck this option, you will be free to change the proportions of the objects you
resize.

Display index of selected objects


If selected, the index of the layer and the index of the object in the layer will be displayed in
the selection box. The object number 1 is displayed before the object number 2, etc. The
layer number 1 is displayed before the layer number 2, etc.

Ask for confirmation when deleting objects associated with events


When you delete an object in the frame editor, and events refer to this object, these events
will be deleted and cannot be restored by the Undo command. Unselect this option if you
do not want to be asked for confirmation when you delete such an object.
The Preferences - Event Editor tab

Zoom
This slider presents the default zoom factor of the event editor. From 0% to 200%.

Checkmark display
This checkmark is used to display actions in the grid. By clicking on the button you can
define a checkmark of your own.

 Stretch to display
If checked, the checkmark will be stretched to fill the entire square of the event
editor.
 Display checkmarks when scrolling
For slower machines only : if unchecked the checkmarks are not displayed
when you scroll the display.

How to display the objects?

 Object's icon
Check this mark to display the object's icon in the conditions and actions.
 Object's name
Check this mark to display the object's name in the conditions and actions.

Events

 Display warning message when shortcuts are created


If you paste a block of events that contains references to objects not present in
the application, shortcuts are created. Check this option if you want a warning
message to be displayed when this happens.

Colors
These colors are the colors used to draw the background of the checkmarks in the event
editor, as well as the color used to display the immediate conditions. Refer to the chapter
"Understanding the events" for more info about the immediate conditions. The first color is
used for even colums, and the second one for odd colums. A different color for each of the
columns makes it easier to find the checkmarks in a complex display.

 Even colums
Color of the background of even columns.
 Odd columns
Color of the background of odd columns.
 Immediate conditions
Text color of the immediate conditions.
The Preferences - Event-List editor tab

Zoom
The slider defines the default zoom factor of the event-list / action editor. From 0% to
200%.

How to display the objects?

 Object's icon
Check this mark to display the icon of the objects in the conditions and actions.
 Object's name
Check this mark to display the name of the objects in the conditions and
actions.
The Action Editor
The Action editor allows you to edit the actions of a line of events. The display of the
actions in this editor is done as a list, with actions listed one after another. It is also
sometimes called the "event-list" editor in other sections of this documentation.

To add a new action, just click on the line "Insert your action here".

This will open a dialog box presenting you all the objects of the application. Right click on
the one you want to change, and choose the action in the list. Your new action is then
inserted in the event. Here too you can define more than one action : right click on the
action and select the Insert option in the popup menu.

Drag & Drop

Like most of the editors in Clickteam Fusion 2.5, the Action editor supports drag and drop.
Just try it and you will very quickly understand how it works.

Cut & Paste

The action editor allows you to make blocks of actions. Just use the usual cut / paste
commands and the action beneath the cursor will be copied or pasted.

Undo / Redo

The Action editor responds to the multiple Undo / Redo features, like the event editor.
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.
What is a hot-spot?
The Clickteam Fusion 2.5 engine calculates the position of the different objects of your
game with complex formulas. At the end of the calculation, two display coordinates, X and Y
emerge from the process : they are the object's coordinate on the frame.
An object is made of various images, that you can edit in the animation editor. Each image
has a "hot-spot", indicating where it must be displayed exactly.

What if hot-spots did not exist?

If hot-spots did not exist, the images would always be displayed on the right and bottom
of the object's X and Y coordinates, as shown in the image.
Hot-spots have been invented to allow the images to be positionned at a finer location,
which is a lot more practical for the Clickteam Fusion 2.5 engine.

The hot-spot of the image is the position within the image where it will be displayed.

Imagine now that the previous image has its hot-spot located in the center. When it's
displayed by Clickteam Fusion 2.5, it will look like this:
Please notice that the center of the image of the object is now displayed at the X and Y
coordinates of the object.

If you set the hot-spot at the bottom-right of the image, the object will be displayed like
this:

Why is the hot-spot so important?


 It indicates the position of every image of every object
As objects are made of images, and as all images have hot-spots, the final
position of your object on the screen depends directly from the position of the
hot spot of the images.
 The Physics engine needs the hot-spots to be positionned correctly
The Physics engine performs very complex calculations to simulate the life of a
real physical world, and assumes a certain number of things. One of these things
is that the coordinates of each object in the physical world correspond to the
center of mass (also called center of gravity) of each object. If the position of the
hot-spot of the images does not correspond to the exact position of the center of
gravity, the object will be displayed at an incorrect location on the screen.

How can I see that my hot-post are not positionned correctly


 Your object sinks in the backgrounds
Instead of stopping at the limit of an obstacle, your object penetrates it.

 Your object rotates in a non-symetrical way


Physical objects should rotate around their center. If your object seems to
rotate around one of its edges, this is an indicator that the hot-spot is not
correctly positionned.

instead of

 The collisions with other objects occur at a distance


This is also an indicator of a hot-spot improperly positionned.

collision at distance
If one of these problems occurs to you, please read this page about hot-spots.
How to set the hot-spot of a physical
object
The physical engine performs very complex calculations, resulting in coordinates where
the objects are displayed. For each object, the coordinates correspond to the center of
gravity of the object (also called center of mass).
In order for your object to be displayed properly in Clickteam Fusion 2.5, you have to set
the hot-spot of all the images of your objects to this center of gravity, using the animation
editor.

How to change the hot-spot of the images:


Step 1
In the frame editor, double-click on your object to open the animation editor.
Step 2
Click on the HOT SPOT button (the button with an eye) in the toolbar on the left of the
animation editor.
Step 3
A crosshair appears over the image of your object. For the moment, it is positionned at
an incorrect location, on the top and left of the image.

A new tool bar appears under the HOT SPOT button, with a group of buttons in a "Quick
move" zone. One button is made specially for us : "G". Click on it and it will position the
hot-spot of the image at the center of gravity automatically.
Step 4
Now select another image in the image list, and do this operation for all the images of
your object. Please note that if you press SHIFT-CONTROL when changing the position of
the hot-spot of one image, all the hot-spots of all the images of the animation will be
changed automatically.

What if I forget to set the hot spot?


When running your application, you will realize that "something is wrong". The object
makes erratic movements, or suddenly jumps from location to another. If this occurs to
you, please check that the hot-spot of all the images of your object are set to the center of
gravity (you might have missed one).
How to set the hot-spot of a platform
object
The hot-spot of an object with the Physics - Platform movement has to be positionned at a
very specific location for your object to be displayed properly : it has to be in the middle of
the feet of the character. This position of the hot-spot is due to the fact that the character
walks on the ground, climbs ladders and jumps : all the calculations are made starting from
its feet, and the images of the animations must reflect that.

How to change the hot-spot of the images:


Step 1
In the frame editor, double-click on your object to open the animation editor.
Step 2
Click on the HOT SPOT button (the button with an eye) in the toolbar on the left of the
animation editor.
Step 3
A crosshair appears over the image of your object. For the moment, it is positionned at
an incorrect location, on the top and left of the image.

Now click over the image of your object displayed in the animation editor, and drag the
cross-hair between the feet of your character.
Step 4
Now select another image in the image list, and do this operation for all the images of
your object. Please note that if you press ALT when changing the position of the hot-spot
of one image, all the hot-spots of all the images of the animation will be changed
automatically. Be careful when you do that for a platform movement character, as during
the walk animation the position of the center between the feet might vary slightly from
image to image.

What if I forget to set the hot spot?


When running your application, you will see you character burried deep into the ground.
Or its position will change instantly during the walk, jump or fall. If this occurs to you,
open the animation editor and search for images where the hot-spot might not be
positionned between the feet.

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