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Thread: Simplest Way To Push an Object?

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    Simplest Way To Push an Object?

    Hello! New to ClickTeam Fusion 2.5 and am enjoying learning it thus far. I am excited to begin working on my game concept and have started with some simple sandbox tests after having gone through the supplied tutorials. So far Fusion 2.5 seems pretty simple, logical, and powerful, which is a great combination.

    Having said that, I am running into a small issue. Why is there no simple way to PUSH an object, such as a player object (active object) pushing a box (another active object)? This is such a simple thing that I honestly thought there would be a pre-made PUSH movement in events, but there is not. Doing some research, I did find a few solutions, such as the one by Nivram in the following thread:

    http://community.clickteam.com/threads/98899-How-do-i-push-another-object

    Edit:

    Actually, here on Nivram's website, on this page, under Push A Block:

    http://www.castles-of-britain.com/mmfexamples-o.htm

    But my question is, why does there have to be some intermediary object between the player object and the box to actually push it (see the above example)? Why can't we have the player object push the box without a third, invisible object? Why can't this be as simple as "If Player.Object has collision with Box.Object then Push Box.Object) and then set a direction condition or some such?

    I am just trying to understand how to reason through this as I realize, as I develop a game, I will run into many issues that I will need to resolve. So, I suppose I am really asking how do I "think" the Fusion 2.5 way so that I can understand how to resolve things and develop my game properly. For now, if we can restrict this to the idea of simply pushing a box (no physics engine involved) that would really help me.

    Thanks in advance.

  2. #2
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    nivram's Avatar
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    Hi SilverSurfer and welcome. You don't need the box, but I use them for collisions so parts of a object or human don't get caught on something in my examples or games.
    Just apply everything from the box to the human.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Often we use invisible boxes because we don't work in strict tiles and want the player shape to be able to assume any shape without being limited to fitting inside a box. Most games handle collision this way, since it might be troublesome or unfriendly to the player if collision occurred on the visible player sprite's size. But as Nivram said, you can use the player visual if you want, just swap the events that apply to the collision box to the player visual. You can even just drag the icon from one to the other to overwrite it in the Event List Editor.

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