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gdevelop5:objects:base_object [2020/04/06 09:29] 4ian [Position] |
gdevelop5:objects:base_object [2020/04/06 09:42] 4ian [In the events editor] |
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You can set the layer of an instance: | You can set the layer of an instance: | ||
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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/ | By ticking the box "Lock position/ | ||
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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: | ||
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# 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. | ||
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# Variables | # Variables | ||
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# Visibility | # Visibility | ||
- | The visibility of the object | + | By default, |
- | If the object exists | + | <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 |
# In the events editor | # In the events editor | ||
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You can change and manipulate the properties of an instance of an object, or of multiple instances, using events during the game. This is even what game making is all about in GDevelop: to manipulate objects in real-time as we play the game. As the events and events editor are out of the scope of this page, refer to [[gdevelop5: | You can change and manipulate the properties of an instance of an object, or of multiple instances, using events during the game. This is even what game making is all about in GDevelop: to manipulate objects in real-time as we play the game. As the events and events editor are out of the scope of this page, refer to [[gdevelop5: | ||
- | * All objects share the same common features (like position, angle and everything that is written on this page), and there are a lot of conditions and actions that you can use for all objects. You can [[gdevelop5: | + | * All objects share the **same common features** (like position, angle and everything that is written on this page), and there are a lot of conditions and actions that you can use for all objects. You can [[gdevelop5: |
- | * Objects can also provides you with specific feature. For example, [[gdevelop5: | + | * Objects can also provides you with specific feature. For example, [[gdevelop5: |