Actor
Actions
Launch Projectile
Launch a projectile from an actor in a specified direction. When a project collides with other actors it will trigger their OnHit scripts.
- Sprite Sheet: The sprite to use for rendering the projectile.
- Animation State: The sprite animation state to use.
- Source: The actor to launch the projectile from.
- Offset X: The horizontal offset from the source actors position to start launching the projectile.
- Offset Y: The vertical offset from the source actors position to start launching the projectile.
- Launch At
- Direction: The direction to launch the projectile. Can either be a fixed direction or based on an actor's current direction.
- Angle: The angle to launch the projectile.
- Target: The actor to launch the projectile towards
- Direction Offset: The distance the projectile should move from launch position in its launch direction before becoming visible.
- Speed: The movement speed.
- Animation Speed: The animation speed.
- Life Time: The amount of time in seconds that the projectile will live for.
- Loop Animation: Set if animation should loop.
- Destroy On Hit: Set if the projectile should be destroyed after its first collision.
- Collision Group: The collision group that should be used when registering collisions with actors.
- Collide With: The groups of actors that will be checked for collisions. e.g. If it should pass through any actors but the player set this field to just 'Player'.
Show Emote Bubble
Show an emote image above a specified actor. The image will be positioned centrally above the actor's collision bounding box.
- Actor: The actor to display an emote image above.
- Emote: The emote image to display.
Control Flow
If Actor At Position
Conditionally run part of the script if an actor is at a specified position.
- Actor: The actor you want to check.
- X: The horizontal position.
- Y: The vertical position.
- True: The script to run if the condition is true.
- False: The script to run if the condition is false.
If Actor Distance From Actor
Conditionally run part of the script if an actor is within a certain distance of another actor.
- Actor: The actor you want to check.
- Comparison: The comparison operator to use e.g. 'Less Than' or 'Greater Than'.
- Distance: The distance value.
- From: The actor to compare distance with.
- True: The script to run if the condition is true.
- False: The script to run if the condition is false.
If Actor Facing Direction
Conditionally run part of the script if an actor is facing in a specified direction.
- Actor: The actor you want to check.
- Direction: The actor direction.
- True: The script to run if the condition is true.
- False: The script to run if the condition is false.
If Actor Relative To Actor
Conditionally run part of the script based on the position of one actor relative to another.
- Actor: The actor you want to check.
- Comparison: The relative position comparison to use e.g. 'Is Above' or 'Is Below'.
- Other Actor: The actor to compare position with.
- True: The script to run if the condition is true.
- False: The script to run if the condition is false.
Movement
Actor Move Cancel
Cancel any currently running "Actor Move" events affecting this actor. Causes the actor to stop in its current location.
- Actor: The actor you want to cancel movement for.
Actor Move Relative
Move an actor relative to its current position.
- Actor: The actor you want to move.
- X: The horizontal offset relative to the current position.
- Y: The vertical offset relative to the current position.
- Movement Type: Choose if should move in horizontal/vertical axis first or if it should move diagonally to destination.
- Use Collisions: Set if collisions with both scene and actors should be taken into account while moving.
Actor Move To
Move an actor to a new position.
- Actor: The actor you want to move.
- X: The horizontal position.
- Y: The vertical position.
- Movement Type: Choose if should move in horizontal/vertical axis first or if it should move diagonally to destination.
- Use Collisions: Set if collisions with both scene and actors should be taken into account while moving.
Push Actor Away From Player
Causes the specified actor to be moved in the direction that the player is currently facing. Useful for creating block puzzles.
- Slide Until Collision: Set to make the actor continue to move until a collision with another actor or the scene occurs.
Set Actor Position
Set the position of an actor, causing it to instantly move to the new location.
- Actor: The actor you want to update.
- X: The horizontal position.
- Y: The vertical position.
Set Actor Relative Position
Set the position of an actor relative to it's previous position, causing it to instantly move to the new location.
- Actor: The actor you want to update.
- X: The horizontal offset relative to the current position.
- Y: The vertical offset relative to the current position.
Platformer
Player Bounce
In platform scenes causes the player to bounce upwards by setting the player's velocity Y value.
- Height: How high the player should bounce.
Properties
Activate Actor
Activate an actor, causing it to become visible (if not also hidden) and for its OnUpdate script to start.
- Actor: The actor you want to activate.
Deactivate Actor
Deactivate an actor, causing it to act as if it had gone offscreen. It will become invisible and its OnUpdate script will be stopped.
- Actor: The actor you want to deactivate.
Set Actor Animation Frame
Set an actor's animation to a specified frame value.
- Actor: The actor you want to update.
- Animation Frame: The animation frame value.
Set Actor Animation Speed
Set the animation speed of an actor to a new value.
- Actor: The actor you want to update.
- Animation Speed: The animation speed.
Set Actor Animation State
Change the sprite animation state for a specified actor.
- Actor: The actor you want to update.
- Animation State: The sprite animation state to use.
- Loop Animation: Set if animation should loop.
Set Actor Collisions Disable
Disable all collision checks for an actor allowing the player and all other actor's to pass through it while moving.
- Actor: The actor you want to update.
Set Actor Collisions Enable
Re-enable collisions for an actor causing it to become solid again if collisions had previously been disabled.
- Actor: The actor you want to update.
Set Actor Direction
Change the direction that an actor is currently facing.
- Actor: The actor you want to update.
- Direction: The actor direction.
Set Actor Movement Speed
Set the movement speed of an actor to a new value.
- Actor: The actor you want to update.
- Speed: The movement speed.
Set Actor Sprite Sheet
Set the sprite that should be used to render an actor.
- Actor: The actor you want to update.
- Sprite Sheet: The sprite to use for rendering the actor.
Set Player Sprite Sheet
Set the sprite that should be used to render the player.
- Sprite Sheet: The sprite to use for rendering the player.
Script
Start Actor's "On Update" Script
Start an actors OnUpdate script if it is not currently running. If the actor is currently offscreen its script may become deactivated causing the script to stop running again, to prevent this set the 'Keep Running While Offscreen' setting for the actor's OnUpdate script.
- Actor: The actor you want to update.
Stop Actor's "On Update" Script
Stop an actors OnUpdate script if it was currently running.
- Actor: The actor you want to update.
Variables
Store Actor Direction In Variable
Store the current direction of an actor within a variable.
- Actor: The actor you want to check.
- Variable: The variable to use for the direction.
Store Actor Position In Variables
Store the current position of an actor within two variables, one to store the horizontal position and another to store the vertical position.
- Actor: The actor you want to check.
- X: The variable to use for the horizontal position.
- Y: The variable to use for the vertical position.
Visibility
Hide Actor
Hide an actor, causing it to become invisible. Its OnUpdate script will continue to run while hidden.
- Actor: The actor you want to hide.
Hide All Sprites
Disable rendering of sprite layer causing all sprites to become hidden until sprite rendering is reenabled.
Show Actor
Unhide a previously hidden actor.
- Actor: The actor you want to show.
Show All Sprites
Re-enable rendering of the sprite layer if previously disabled.