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        <title>Orx Learning - en:tutorials:objects</title>
        <description></description>
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       <dc:date>2026-04-21T12:55:51+00:00</dc:date>
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        <title>Orx Learning</title>
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    <item rdf:about="https://orx-project.org/wiki/en/tutorials/objects/age?rev=1759253179&amp;do=diff">
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Instantly Aged Objects</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/age?rev=1759253179&amp;do=diff</link>
        <description>Instantly Aged Objects

Instantly Aged Objects, Object Desynchronization or whatever you prefer to call it, is a convenient way to create an object that is already old, most handy when used with a Spawner. 

See the video below that gives a great overview of this feature.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Command Hooks for Object Events</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/command_hooks?rev=1759253179&amp;do=diff</link>
        <description>Command Hooks for Object Events

It is possible to set an Orx Command on an object to perform that command when the event triggers.

These properties are:

	*  OnPrepare - before an object is fully created, returning false will prevent the object&#039;s creation</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Creating an Object with many Dynamic Body Parts</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/creating_an_object_with_many_parts?rev=1759253179&amp;do=diff</link>
        <description>Creating an Object with many Dynamic Body Parts

Creating a complex object made of many parts, like a boss monster or end-of-level-alien requires some careful planning when designing your config.

There are many ways to achieve certain behaviours in your large object. For example, you may want your boss to completely break apart on contact with a dynamic body like a missile. Or perhaps you might want the whole to stay together, and just parts of the main object to be destroyed piece by piece.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Object Transformations</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/frame?rev=1759253179&amp;do=diff</link>
        <description>Object Transformations

Summary

See previous basic tutorials for more info about basic object creation and clock handling.

All objects&#039; positions, scales and rotations are stored in orxFRAME structures.

These frames are assembled in a hierarchy graph, meaning that changing a parent frame properties will affect all its children.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Object Lifetime</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/lifetime?rev=1759253179&amp;do=diff</link>
        <description>Object Lifetime

Objects have the concept of a lifetime. This is where you can specify a value in seconds, and the object will live only for that amount of time. This is perfect for spawned objects like bullets, or temporary objects.

But you can also specify one or more literals to create lifetime situations that are a little richer.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Position literals to align with Parent Objects</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/literals_for_objects?rev=1759253179&amp;do=diff</link>
        <description>Position literals to align with Parent Objects

Using literals for object positioning adds flexibility for placing an object relative to its parent, without having to do manual calculations.

This is especially useful in the context of UI.

Furthermore, when a Parent is defined for an object, you can use the same literals for Position as with Pivot to align object inside parent&#039;s borders.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Object tutorial</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/object?rev=1759253179&amp;do=diff</link>
        <description>Object tutorial

Summary

As orx is data driven, here we only need two lines of code to create a viewport and an object. All their properties are defined in the config file (01_Object.ini).

The viewport is associated with a camera which is implicitly created from the info given in the config file.
Still in this config file, you can also set their sizes and positions or the object color, scale, rotation, animation, physical properties, and so on.
You can even request random values for all these …</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Notes on Rotation</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/object_rotation_notes?rev=1759253179&amp;do=diff</link>
        <description>Notes on Rotation

Article by gemberkoekje, taken from the old reference section.

orxObject_SetRotation

Rotation is set in radians. Zero rad vector is equivalent to (1, 0) vector in screen coordinates. In other words it is a horizontal line pointing from left to right.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Passing items from one Object to another</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/passing_objects?rev=1759253179&amp;do=diff</link>
        <description>Passing items from one Object to another

Say you had a game where your player character needed to collect objects and carry them around. Also it needed to drop them off or give them to another character.

Objects that are children of a parent object can easily fulfil this role. Thankfully the parenthood of an item can be assigned at will to another object.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>UseParentSpace for Relative Object Positioning and Scaling</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/useparentspace?rev=1759253179&amp;do=diff</link>
        <description>UseParentSpace for Relative Object Positioning and Scaling

If an object is a child of another object, the child can be positioned relatively within that parent&#039;s space. The property to use is UseParentSpace.

Setting that to true or both means that the object can be positioned using coordinates relative to the parent&#039;s size.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Using orxObjects in Classes with an EventHandler</title>
        <link>https://orx-project.org/wiki/en/tutorials/objects/using_orxobjects_in_classes_with_an_eventhandler?rev=1759253179&amp;do=diff</link>
        <description>Using orxObjects in Classes with an EventHandler

Using an EventHandler is handy to use to update your orx Objects (like movement) as I demonstrated in my last tutorial. You could have many objects being updated by the EventHander when they animate and all would well. Even if your object is embedded into a custom class, orx can still update your object.</description>
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