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Thread: Sliding Menus And Ui

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    Sliding Menus And Ui

    Hi, for my next project I'm looking at the best ways to control lots of UI sliding menus containing various content (images, text etc) in Fusion. I tried the Object mover but it doesn't seem to work correctly (not all the objects above it get moved for example- Anything larger than the default active size it seems). It would be exactly what I need if it worked.

    Is there a better way to move collections of graphics/text etc (a menu) all at once? Best practice?

    Moving Whole Layers? Possible
    MOving a SubApplication as a panel (possibly quite complex and confusing?)

    Cheers

  2. #2
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Volnaiskra's Avatar
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    Try the easing object perhaps? (see easing.mfa in examples folder)

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleMac Export Module
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    I used the Layer object to make a sliding menu in my game. Depending on the complexity you'll need a few/several different layers, and I recommend keeping track of them on a separate Active object via flags, but otherwise it works pretty great.

    Gif Example: https://img.itch.zone/aW1hZ2UvMTIwMT...600/klwlvL.gif
    Images attachées Images attachées

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    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    You can do it very simple and undramatic with the physics engine. Basically you make a pinwall (active object - physics background movement) and all your elements (textbox, string, counter, active, etc) you set to "physics static movement" and glue them with an revolute joint to your pinwall. Than you disable things like friction, gravity, object rotation, joint rotation, etc on the objects movement or the physics engine itself. Now you can move you pinwall around and everything else follows. But keep in mind if you use something like the easing or moveTo object you cannot move the pinwall directly with this objects or it will break the joints, you have to make another object (normal static) that you move around and your pinwall always follows that object.
    Attached files Attached files

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