Build a GameCreating Pitch Shot

Appendix C — Cheat Sheet

Every Event and Action Pitch Shot uses, with what it does in one line, in Myth’s own words.

C.1 Events

2D Axis Input
Runs once every active simulation step with the selected 2D Axis Command’s complete Axis Vector (event.axisVector), including zero.
2D Direction Pressed
Runs once when the selected Left, Right, Up, or Down direction is pressed.
Collision Enter
Runs once when this instance starts colliding or overlapping with the selected object.
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.
Focus Lost
Runs once on the first step after the game loses the player’s input focus (the player switches to another window or tab).
Game Start
Runs once when the game starts.
Mouse Held
Runs once per game step while the selected mouse button is held anywhere in the game view.
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.
Mouse Release
Runs once when the selected mouse button is released anywhere in the game view.
Recurring Timer
Runs each time the named recurring timer comes due.
Scene Start
Runs when the scene starts.
Step
Runs every game step while the instance exists.
Touch Cancelled
Runs once when the device cancels a touch in progress (for example a system gesture or an incoming call), before that touch’s Mouse Release and Mouse Released on Object in the same step, so a cut-off touch can cancel what it was doing.
UI Activated
Runs on this UI Object when the player activates its button or confirms one of its menu rows.
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 Shake
Shakes the camera — impacts, explosions, spells.
Change Component Value
Changes one mutable Object Component value through its direct path.
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 Data Row Exists
Checks whether the Data Table has that row.
Check Game State
Runs nested actions while the singular project Game State matches the selected value.
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.
Fire Event In Radius
Fires the named Custom Event once on every other live instance whose origin is within the radius.
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.
Previous Scene
Moves to the previous scene in project order.
Region
A named, colored visual region for organizing Actions without changing their execution order or scope.
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 Bounciness
Changes one Collider’s impact bounciness (the main Collider unless you pick another) and keeps it through body reattachment.
Set Data Cell
Writes one cell of a Data Table row (the live game copy, not the authored resource).
Set Drag (Slow Down)
Slows the object’s own movement over time, like air resistance — no contact with anything needed.
Set Frame
Sets frame 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 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 Rotation
Sets the exact planar rotation in degrees.
Set Scale
Sets the Object instance’s live size multipliers.
Set Sprite
Changes the sprite resource.
Set Time Flow
Slow motion and fast forward: scales the whole simulation — movement, physics, alarms, animations, scheduled events — while menus, dialogue, and the camera stay responsive.
Set UI Text
Sets one UI element to a literal or expression-substituted text value.
Set Velocity
Sets the exact horizontal velocity, vertical velocity, or both.
Set Visible
Sets visible for the target or game.
Set Volume
Sets volume for the target or game.
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
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.

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.