Physical Movements - 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".
- Initial direction
Choose the direction at which the object will be created. If you select more than one direction, the final direction is chosen at random when the object is created.
- Initial impulse
Contains the strength of an initial inpulse of the thruster applied to the object at start of frame. The object will start to move in the direction of the thruster, faster or slower depending on its mass (the higher the mass, the slower the movement).
- Thrust power
This property contains the power of the reactor. It only has effect when you press the Fire button of the joystick. The object will move in the forward direction.
Defines how to trigger the reactor. You can trigger it with the Fire 1 button, or the Up arrow.
- Rotation speed
This property contains the speed at which the object rotates when you press the left or right arrow.
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).
- Initial direction
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.
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).
This property contains the elasticity factor of the object. Use a value of 0, and the object will stop as soon as it collides with another object. Use a value of 100, and the object will bounce, keeping the momentum of its movements. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing.
- Gravity scale
This property contains a percentage indicating how much of the physical world gravity must be applied to this object. A value 100 will apply the gravity as defined in the Physic Engine object. A value of 0 makes the object float in the air. A value of 200 will put a gravity twice as strong on the object, and thus make it fall faster.
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.
This property indicates which kind of joint to create. It can take the following values :
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.
- Lower angle
- 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 :
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.
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.
- Lower limit
- Joint name
Enter in this property a unique name for the joint. You will be able to access this joint and set its parameters by using this name with the Physics - Engine Joint actions.
- Joint with
Enter in this property the name of the object to link with. If no object with that name exists in the frame, then the joint is not created. If several objects with the same name exist, Clickteam Fusion 2.5 will choose the closest object to create the joint.
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).
- From the hot-spot
- Engine ID
This property is designed to be used if you drop more than one Physics - Engine object in your frame. Enter the Engine ID value of the engine you want to use for this movement.
- Collision shape
This property defines the collision shape of the object, as seen in this page.
This property defines how the object should be displayed, as seen in this page.
- Smooth rotations
This option has an effect in Windows applications only. If you check this option the image rendering will be much better when the object is rotated. Note: if your application is in Standard Display mode (non Direct3D) use this option carefully as it takes more processing time in this mode.
- Engine ID
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.
- 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.
- 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).
- 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.
- 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.
- 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.
- Stop force
Stops a force that has been applied to the object. The object will continue to move at its current speed and direction.
- 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.
- Stop torque
Stops a torque that has been applied to the object. The object will continue turning at its current angular speed and direction.
- 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.
- 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.
- Set elasticity
Spread the word!
You can share this document using the following buttons.