Build a GameCreating Pacific Wings

Appendix C — Cheat Sheet

Every Event and Action Pacific Wings uses, with what it does in one line, in Myth’s own words. (The two template Logic Components, Vertical Shooter Controls and Meter with Thresholds, are not included: they come whole.)

C.1 Events

Begin Step
Runs at the start of each game step, before regular Step events.
Collision Enter
Runs once when this instance starts colliding or overlapping with the selected object.
Command Held
Runs every simulation step while the selected Button Command is held.
Command Pressed
Runs once when the selected Button Command matches its Single, Double, or Triple Press pattern.
Create
Runs once when an instance is created.
Custom Event
Runs when another action or script triggers the selected named custom event.
Enter View
Runs once when this instance enters any active camera view, including when it is created inside the view during play.
Game Start
Runs once when the game starts.
Game State Changed
Runs after the singular project Game State changes.
Leave View
Runs once when this instance leaves all active camera views.
Meter Threshold Reached
Runs once when Update Meter moves the named instance variable from below its threshold to at-or-above it.
No Instances Left
Runs on every listener when the last live instance of the selected Object is destroyed.
No More Health
Runs when this instance’s declared health field reaches zero or below.
Recurring Timer
Runs each time the named recurring timer comes due.
Scene Start
Runs when the scene starts.
Variable Changed
Runs once, at the end of a step, after the selected Global Variable changes value.

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 Cooldown Ready
The produced Boolean can be referenced directly by a later If, While, or value expression.
Check Game State
Runs nested actions while the singular project Game State matches the selected value.
Check Instance Count
The produced Boolean can be referenced directly by a later If, While, or value expression.
Control Menu
Opens one navigable UI menu or closes the named or top menu without changing its world-pause state.
Control Sound
Plays, loops, crossfades, or stops one selected Sound resource.
Create Instance
Creates one instance at world XYZ, Self-relative XYZ, or an exact named Coordinate, and names it (Created As).
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.
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.
Restart Game
Restarts the complete game from its configured start scene.
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 Game State
Changes the singular project-wide Game State and runs Game State Changed when the value changes.
Set Logic State
Enables, disables, or toggles one attached Logic on each target instance, firing lifecycle events only for real state transitions.
Set Menu Pause State
Changes only whether the named or top open UI menu pauses the world.
Set Position
Moves the target immediately to a world position, an Object-local offset, a named Coordinate, or a Transform bounding-box anchor.
Set Rotation
Sets the exact planar rotation in degrees.
Set Scale
Sets the Object instance’s live size multipliers.
Set Spin
Sets how fast the object is turning, in degrees per second.
Set UI Group Visibility
Shows or hides every UI Object with the same non-empty Group value.
Set Velocity
Sets the exact horizontal velocity, vertical velocity, or both.
Start Cooldown
Starts a named cooldown on the target instance.
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 Property
Transitions exactly one visual or spatial property toward one target value.
Wait
Pauses the remaining actions in this event for a short time.

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.