Active Object
From FusionWiki
| Active Object | |
|---|---|
| General Information | |
| Author: | Clickteam |
| Release Date: | 2006 |
| Status: | Released |
| Last updated: | Unknown |
| Version: | ? |
| Build: | Core |
| Developer-only: | No |
| Website: | Not available |
| Download: | Core |
| Runtime Versions | |
| HWA: | Yes |
| Flash: | Yes |
| Java: | Yes |
| Java Mobile: | No |
| Vitalize!: | Yes |
| Unicode: | No |
The Active Object is one of the core objects in Clickteam software. The active object has near limitless uses, can be controlled, animated, associated with various other extensions like the Platform Movement Object, be given Hardware-Accelerated shaders, and more.
Adding an Active Object
To add an Active Object to your project, first make sure you are in the Frame Editor. Then, place your mouse in an empty space, and either Right Click and select Insert Object, or double click. A list appears containing all your extensions. The Active Object can be found under All or in Graphics and Animation. Double click it or select it and press OK to add it to your application.
Conditions
In the Event editor, left click on the New Condition text and the object selector will appear. Right click on the Active Object (by default, a green diamond) and you will see the following list of conditions:
Collisions: Conditions for when the active collides with another object or a backdrop.
Movement: Conditions to control Clickteam-made movements and Path movements associated with the active object.
Position: Conditions for testing and comparing the X and Y position of the active object.
Direction: Condition for checking the current direction of the Active Object.
Animation: Conditions for testing whether an animation of the active object is playing, has finished, or is on a specific frame.
Pick or Count: Conditions for selecting and counting a number of active objects either in the whole frame or within a certain area.
Visibility: Conditions for testing whether the active object is visible or invisible.
Alterable Values: Conditions for comparing the active object's alterable values, strings, and flags.
Actions
In the event editor, after the conditional has been set, right click the empty box associated with the Active Object to give it any of the following actions:
Movement: Actions to control the active's Clickteam-based movements and path movements.
Position: Actions to manually control the active's X and Y coordinates.
Direction: Actions to control the active's animation and movement directions.
Animation: Actions for controlling the the active's animation sequence and frame.
Visibility: Actions for making the object visible, invisible, or flash.
Order: Actions for moving one object on top of or behind another object, or to another layer entirely.
Effect: Actions for controlling the object's ink effect and semi-transparency. In the Hardware Accelerated version of Multimedia Fusion, actions under Effect are for controlling the active object's current pixel shader.
Launch an Object: Shoot another active object out from the current active in a specified direction at a specified speed.
Alterable Values: Actions for controlling the active object's 26 alterable values (numbers).
Alterable Strings: Actions for controlling the active object's 10 alterable strings (text).
Flags: Actions for controlling the active object's 32 binary conditional flags (simple on/off values).
Scale/Angle: Actions for controlling the X and Y scaling factors of the active object as well as controlling its current rotation value.
Debugger: Add the object to Multimedia Fusion's debugger.
Destroy: Destroy the object, clearing it from the application's cache. Note that the object is not destroyed immediately but will persist until the end of the current event loop.
