Build a GameCreating Crystal Cascade

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.