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gdevelop5:objects:base_object [2020/04/06 09:29]
4ian [Position]
gdevelop5:objects:base_object [2020/04/06 09:37]
4ian [Object groups]
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 You can set the layer of an instance: You can set the layer of an instance:
-{{ :gdevelop5:objects:object-layer-properties.png?nolink&400 |}}+ 
 +{{ :gdevelop5:objects:base_object:pasted:20200406-093010.png?nolink |}}
  
 A layer acts as a *virtual container* for objects displayed on the screen. Objects are drawn on a layer, which is by default the **“base layer”**, and the layer is then drawn on the screen. A scene can have multiple layers. For example, there can be a layer to display controls on screen, another to display a menu, another for a map, and yet another for a background. A layer acts as a *virtual container* for objects displayed on the screen. Objects are drawn on a layer, which is by default the **“base layer”**, and the layer is then drawn on the screen. A scene can have multiple layers. For example, there can be a layer to display controls on screen, another to display a menu, another for a map, and yet another for a background.
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 By ticking the box "Lock position/angle in the editor", you can make the instance immovable in the editor: By ticking the box "Lock position/angle in the editor", you can make the instance immovable in the editor:
-{{ :gdevelop5:objects:lock-sprite.png?nolink&400 |}}+ 
 +{{ :gdevelop5:objects:base_object:pasted:20200406-093052.png?nolink |}}
  
 When the instance is locked, we can not longer select it in the scene. There are times when you have lot of object instances overlapping each other in your scene. This makes it difficult to select some of them as you keep selecting the ones you don't intend to. In such cases, you can lock the instances. When the instance is locked, we can not longer select it in the scene. There are times when you have lot of object instances overlapping each other in your scene. This makes it difficult to select some of them as you keep selecting the ones you don't intend to. In such cases, you can lock the instances.
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 You can change the size of your objects, by enabling the custom size in the properties panel, and then enter the custom *width* and *height* dimensions in pixels: You can change the size of your objects, by enabling the custom size in the properties panel, and then enter the custom *width* and *height* dimensions in pixels:
-{{ :gdevelop5:objects:customsize-properties.png?nolink&400 |}}+ 
 + 
 +{{ :gdevelop5:objects:base_object:pasted:20200406-093137.png?nolink |}}
  
 # Object groups # Object groups
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 In the window that open to edit the group, click on the bottom field and choose an object (or type the name of an object) to add it to the group.  In the window that open to edit the group, click on the bottom field and choose an object (or type the name of an object) to add it to the group. 
-{{ :gdevelop5:objects:edit-group.png?nolink&400 |}}+ 
 +{{ :gdevelop5:objects:base_object:pasted:20200406-093739.png?nolink |}}
  
 # Variables # Variables
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 # Visibility # Visibility
  
-The visibility of the object is the property that allows it to be visible after its existence. The visibility of an object can be toggled on and off. If the object is not visible, it does not imply that the object does not existOn the contrary if the object ceases to existit directly implies that the object is not visibleIf the object exists, the object is visible and vice versa.+By default, object instances are all marked as visible, meaning that they are displayed on the screenUsing eventsyou can **hide** any instance during the gameAn hidden object instance won't be displayed anymorebut will still live on the scene (reacting to collisions, and following all other events as usual).
  
-If the object exists and its visibility is turned offall the actions and conditions will take place just like they would if the object would've been visible.+<note tip>Some objects, like Sprite or Text objects, can also have an **opacity**. The opacity, between 0 and 255, defines how transparent an object is (0 being fully transparent255 is the fully opaque and is the default). This can be changed independently from the visibility.</note>
  
 # In the events editor # In the events editor