You can make a brick orbit around an object or point. To do this, place a brick and a marker on the playing field. Open the properties of the brick. Add a <new simultaneous plugin>. From the dropdown menu, select “Orbit” from the Move folder. An “Orbit” button is placed in the plug-in slot. Click the button.
The Center Type has several choices, and all tell the brick “what” it is going to be orbiting. Select the choice for “Named Object”. For the Center Position Name, either (1) type in the marker’s name; or (2) use the Pick function to select the marker.
The default setting for Speed Type is “Seconds Per Rotation” and the Speed default is 5 seconds per rotation. If you would like a different time, either (1) type the number in the place provided; or (2) use the arrow buttons to change the number.
NOTE: If the Speed Type is changed to “Legs Per Rotation”, the default Speed changes to .2 legs per rotation. If the Speed Type is changed to Pixels Per Rotation, the default Speed changes to 100 pixels per rotation. The three Speed Types available allow for more flexibility in scripting movement, especially when using multiple types of movement plugins in a sequence.
Stop has two options. Never means the brick will continually rotate until destroyed; After Rotation means after a specific number of rotations you put in the field. If you entered 1.5, the brick would rotate one and one-half times then stop. Use whichever you prefer.
Direction has to choices, both self-explanatory: Clockwise and Counterclockwise.
The Ease InOut feature determines the speed in which the brick will begin and end its movement. Unless you are scripting the orbiting to stop after a specific number of rotations, this does not apply to this plug-in. A good explanation of its use is already in the properties box. To see it, just hover the pointer over it and it will pop up.
When you are finished putting in your specific wants for the brick’s movement, close the box. Note the circle is now drawn showing the orbit path the brick will take. All that’s left now is to test the level (F6 or F7) and see the movement.
NOTE: Using F6 for testing makes the level look as it will to any player. Using F7 for testing allows the editor to see the markers. Try using both and see the difference.
Center Type Options
Absolute Point: Makes the brick rotate an exact coordinate (x, y). In Absolute Point, the x and y “0” position is the top left of the playing field. If the coordinates were x=100 and y=100, then the point would be 100 pixels right and 100 pixels down from the “0” position.
Ball: Makes the brick rotate the ball.
Calculated Point: Makes the brick rotate a calculated point based on variables or expressions.
Named Object: Makes the brick rotate a specific object (marker, brick, etc.)
Player Ship: Makes the brick rotate the Player’s Ship.
Relative Point: Like Absolute Point, Relative Point Makes the brick rotate exact coordinates (x, y). The difference is that Relative Point’s “0” position for the x and y numbers are the brick itself. Therefore, if the coordinates were x=100 and y=100, then the point would be 100 pixels right and 100 pixels down from the current position of the brick.
This Brick: This is not really an option as it would “move” the brick around itself. The option is included because it is used in other areas where the selections of points are similar.
If I don't get my Infinity, I'm going back to bed!