You can rename this to suit your requirements, perhaps "Button Click" in this instance. This will create a new Behaviour named "Behaviour #1".From the Events tab, next click the "New" button. In the Properties tabs, click on the Events tab icon ( ). Click on the "Button" object to select it, which will display its properties in the Properties toolbar.So, if we want to press/release the button, we simply should change the direction of the button to the right or to the left, when the user clicks or releases on it. This button contains two images, the button in an unpressed state (direction number 16, left on the direction selector) and the depressed button (direction number 0 or right).Open Fusion and load the mfa file where you will see an object named "Button".Download the behaviours.mfa file from the bottom of this guide.We are going to discover behaviours by creating an automated button which highlights when the user clicks on it with the mouse. Proper use of behaviours in a complex project can dramatically reduce the number and the complexity of the main list of events. so that when you come to add to these routines or fix bugs, those changes are reflected throughout your game/application, making code reuse possible. This could be useful in a player character for designing its movement routines, or interaction with enemies etc. the active object), you can add behaviours to these which will then be shared between all frames in which that object is present. For objects which can be shared globally in your application (eg.Preprogrammed functions or tools which can be dropped into your game/application, for example you could add behaviours to an edit box to always check the content when a user types in it, and automatically capitalise the first letter, or remove non-numbers and so on. ![]() ![]() Objects with complex and self-contained movement or behaviours.Automated buttons which react to the mouse (as we will show below).
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