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- Crystal Cascade
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- C Cheat Sheet
Appendix C — Cheat Sheet
Every Event and Action Crystal Cascade uses, with what it does in one line, in Myth’s own words.
C.1 Events
- 2D Direction Pressed
- Runs once when the selected Left, Right, Up, or Down direction is pressed.
- Command Pressed
- Runs once when the selected Button Command matches its Single, Double, or Triple Press pattern.
- Command Released
- Runs once when the selected Button Command is released.
- Create
- Runs once when an instance is created.
- Custom Event
- Runs when another action or script triggers the selected named custom event.
- Leave View
- Runs once when this instance leaves all active camera views.
- Mouse Enter
- Runs when the pointer enters this instance.
- Mouse Press
- Runs once when the selected mouse button is newly pressed anywhere in the game view.
- Mouse Pressed on Object
- Runs once when a mouse button is newly pressed over this instance.
- Recurring Timer
- Runs each time the named recurring timer comes due.
- Scene Start
- Runs when the scene starts.
C.2 Actions
- Burst Particles
- Emits a one-shot Particle effect at the Object origin, a named Coordinate, a bounding-box anchor, or an explicit world position.
- Camera Flash
- Flashes one camera view with a transient color veil that fades from opaque to clear.
- Camera Shake
- Shakes the camera — impacts, explosions, spells.
- Change Component Value
- Changes one mutable Object Component value through its direct path.
- Change Sprite Tint Property
- Changes exactly one persistent sprite-tint property while preserving every unrelated tint setting.
- Change Variable
- Changes one declared variable: a Local Variable of this Logic (private to this Logic Component, or to this call of a Function), a Per Instance Variable of the targeted Object (self.name), a Changeable Shared Variable (@self.name, @Guard.name: one value for every instance of that Object), or a Global.
- Check Game State
- Runs nested actions while the singular project Game State matches the selected value.
- Control Data Row
- Adds or updates one Data Table row, or removes it.
- Control Sound
- Plays, loops, crossfades, or stops one selected Sound resource.
- Control Tween
- Stops, pauses or resumes running tweens: every tween of Applies To, the tweens of one value, or every tween with a Name.
- Create Instance
- Creates one instance at world XYZ, Self-relative XYZ, or an exact named Coordinate, optionally with a starting rotation, scale and launch speed, and names it (Variable Name).
- Declare Variable
- Brings a Local Variable into existence.
- Destroy Instance
- Destroys the selected target: Self, Event other, or all live instances of a named Object.
- Else
- Runs the Else action.
- End Game
- Ends the current game, fires Game End once, and releases the running scene.
- Generate Random Integer
- Makes a whole number between Minimum and Maximum, including both endpoints, using the seeded gameplay random stream.
- Generate Random Number
- Makes a decimal number between Minimum and Maximum using the seeded gameplay random stream.
- Go to Scene
- Goes to one selected scene, optionally fading or crossfading.
- If
- Runs its Then branch when its Condition is true.
- Load Persistent Value
- Reads a device-persisted value, or the Default if none is stored yet, and publishes one typed Action result.
- Repeat
- Runs its vertical child stack Count times.
- Reset Data Table
- Restores a Data Table to exactly what was authored in the editor, discarding every runtime change.
- Restart Scene
- Restarts the current scene without restarting the complete game run.
- Return
- Ends this run here.
- Save Persistent Value
- Writes one device-persistent value under one title-scoped key.
- Set Alpha
- Sets alpha for the target or game.
- Set Data Cell
- Writes one cell of a Data Table row (the live game copy, not the authored resource).
- Set Frame
- Sets frame for the target or game.
- Set Game Paused
- Pauses or resumes the whole simulation.
- Set Game State
- Changes the singular project-wide Game State and runs Game State Changed when the value changes.
- Set Input Context Active
- Activates or deactivates one Input Context without changing any other active contexts.
- Set Logic State
- Enables, disables, or toggles one attached Logic on each target instance, firing lifecycle events only for real state transitions.
- Set Position
- Moves the target immediately to a world position, an Object-local offset, a named Coordinate, or a Transform bounding-box anchor.
- Set Scale
- Sets the Object instance’s live size multipliers.
- Set Spin
- Sets how fast the object is turning, in degrees per second.
- Set Velocity
- Sets the exact horizontal velocity, vertical velocity, or both.
- Set Visible
- Sets visible for the target or game.
- Start Recurring Timer
- Starts or restarts one saveable named recurring timer.
- Stop Recurring Timer
- Stops one named recurring timer.
- Switch Mode
- Sets the Event to One at a time and turns on only the selected Mode.
- Trigger Custom Event
- Broadcasts one named Custom Event to matching Custom Event listeners.
- Trigger Custom Event on Object
- Sends one named Custom Event to the selected Object instance without broadcasting it to unrelated Objects.
- Tween
- Moves one value toward a target over time: any Number, Vec or Color of a Component (self.transform.position, self.transform.opacity, a light’s color, a Data Structure field) or a Variable.
- While
- Runs its vertical child stack while its Condition stays true.
C.3 Reading Values From Tables
data('table', row, 'column')- the value in one cell: the row by its name or number, the column by its name.
dataFind('table', 'column', value)- the number of the first row whose column holds this value.
dataCount('table')- how many rows the table has.
