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Thread: Changing the Icon or "Inafe" of an Object

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    Changing the Icon or "Inafe" of an Object

    Hi hi,

    Pretty new to Multimedia Fusion 2. Spent a few days following tutorials online and have started working on a game of my own, intended for Android.

    All of the tutorials I have followed have been super useful in allowing me to identify exactly how I can achieve what I need to so that my game works as expected. I do have a questions that I've been unable to find documentation for on this forum or elsewhere online, hopefully someone can point me in the right direction.

    I want to change the "Icon" (effectively, the image) of an Active when an event happens. Does anyone have any information on if this is achievable and how I should be going about it please? In case it is needed, or you are interested.. here is what I'm doing. It is essentially an Alphabet game.

    1. I have a stack of blocks onscreen that all have unique Alterable Value. Each block is a separate image that relates to a letter in the Alphabet; a picture of an Apple, a Horse, etc etc ...

    2. Every 3 seconds, my "bullet" Active is launched towards the blocks. At the same time a random number between 1 and 26 is added to an off screen counter to keep track of which number bullet is currently being fired.

    3. When the bullet hits one of the blocks, the Alterable Value of the block is checked against the off screen counter. If it matches, points are added.

    Thus far all of the above is in place and works fine. The requirement to change the Icon or 'image' used on the bullet is so that the image matches the counter number... I want to fire pictures letters such as A, B, C etc at the blocks rather than just the same image of a bullet.

    If anyone has any information it would be greatly appreciated.

    Cheers,
    Happy

  2. #2
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    I think I understand what you want to achieve.
    Just have 26 frames in your bullet Active as your letters A-Z and use Set Animation Frame to change it when you launch your bullet. Launched objects might not work properly with this technique (can't remember!), if not, then simply create your bullet with the create action and set its position, speed, animation frame etc in the same event after creating it.

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    Hi Kevin,

    Thanks for the reply. Your suggestion of making the frames the letter images and then setting the animation frame is great thanks - Also, it worked even using the "Launch an object".

    The downside is that I lost the true animation on the bullet object, as the bullet had some animation of its own to look like it was moving. Though at this early stage I'm quite happy dropping that and considering it at a later date in favor of your suggestion.

    Thanks again,
    Happy

  4. #4
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    You can still have animation... Just have separate animations for each letter. Custom user animations start at number 12... so to set from a random number between 1 and 26, you'd just:

    set animation to animation number 12+Random(26)

    If each animation is a letter, then 12 would be A and 37 would be Z.

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    Thanks Konidias, will give that a whirl.

    Happy

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