Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
gdevelop5:objects:base_object [2020/04/06 09:20]
4ian
gdevelop5:objects:base_object [2020/04/06 09:42] (current)
4ian [In the events editor]
Line 9: Line 9:
  
 You can choose from many different type of objects, all with specific properties and purpose: You can choose from many different type of objects, all with specific properties and purpose:
-{{ :​gdevelop5:​objects:​object-types.png?nolink&​400 ​|}}+ 
 +{{ :​gdevelop5:​objects:​base_object:​pasted:​20200406-092728.png?nolink |}}
  
 Depending on what type of object you have chosen, the editor, aspect of the object and the available features in the events will be different. As the goal of this page is to explain objects in general, we won't go in to details of these unique properties on each type. You can find [[http://​wiki.compilgames.net/​doku.php/​gdevelop5/​objects|detailed information on each type of object here]]. Depending on what type of object you have chosen, the editor, aspect of the object and the available features in the events will be different. As the goal of this page is to explain objects in general, we won't go in to details of these unique properties on each type. You can find [[http://​wiki.compilgames.net/​doku.php/​gdevelop5/​objects|detailed information on each type of object here]].
Line 33: Line 34:
  
 You can precisely set the position of the selected instances by changing the X and Y values in the properties: You can precisely set the position of the selected instances by changing the X and Y values in the properties:
-{{ :​gdevelop5:​objects:​object-position-properties.png?nolink&400 |}}+ 
 +{{ :​gdevelop5:​objects:​base_object:​pasted:​20200406-092924.png?nolink }}
  
 ## Angle ## Angle
Line 58: Line 60:
  
 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.
Line 65: Line 68:
  
 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.
Line 86: Line 90:
  
 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
Line 107: Line 113:
  
 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
Line 130: Line 137:
 # 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
Line 138: Line 145:
 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:​tutorials:​basic-game-making-concepts|the basic game making concepts]] page to get started. 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:​tutorials:​basic-game-making-concepts|the basic game making concepts]] page to get started.
  
-* 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:​base_object:​events|read more about the common conditions/​actions for all objects here.]] +* 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:​base_object:​events|read more about the common conditions/​actions for all objects here.]] 
-* Objects can also provides you with specific feature. For example, [[gdevelop5:​objects:​sprite|Sprite objects]] can have animations, and the animation being played can be changed using an action.+* Objects can also provides you with specific feature. For example, [[gdevelop5:​objects:​sprite|Sprite objects]] can have animations, and the animation being played can be changed using an action. Find **more information in the [[gdevelop5:​objects|page of each specific object]]**.