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.
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.
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.
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:
The default mode, the non-transparent data of the object replace what is behind it.
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.
The inverted mode inverts each one of the colors of the object, like a negative film.
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.
The AND mode is similar to the XOR mode with an AND logical operator.
As above, with the OR logical operator.
The RGB components of the pixels of the object are added to the RGB components of the pixels of the background.
The RGB components of the pixels of the object are subtracted from the RGB components of the pixels of the background.
The colors of the object are converted to shades of gray.
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.
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.
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.
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