Build a GameCreating Sky Ace

Appendix C — Cheat Sheet

Every Event and Action Sky Ace uses, with what it does in one line, in Myth’s own words. (The four template Logic Components, Top-down Controls, Keep Inside Box, Meter with Thresholds and Pause Overlay Lifecycle, are not included: they come whole.)

C.1 Events

2D Direction Pressed
Runs once when the selected Left, Right, Up, or Down direction is pressed.
Collision
Runs when this instance overlaps or collides with the selected object.
Collision Enter
Runs once when this instance starts colliding or overlapping with the selected object.
Collision Leave
Runs once when this instance stops 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.
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.
Mouse Enter
Runs when the pointer enters this instance.
Mouse Pressed on Object
Runs once when a mouse button is newly pressed over this instance.
On Disable
Runs once after this Logic changes from enabled to disabled.
On Enable
Runs once after this Logic changes from disabled to enabled.
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.
Variable Changed
Runs once, at the end of a step, after the selected Global Variable changes value.

C.2 Actions

Attach to Parent
Attaches this instance to the nearest live instance of one selected parent Object.
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 Mask Property
Changes exactly one retained sprite-mask property while preserving every unrelated mask setting.
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.
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.
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.
Pick Data Row
Chooses one eligible row with Myth’s deterministic game RNG and publishes its row name, index, and chosen weight as one typed Action result.
Popup Text
Floating text that rises and fades - damage numbers, “+10 gold”, “LEVEL UP!”.
Repeat
Runs its vertical child stack Count times.
Reset Modes
Restores the selected Object Event to its authored One at a time or Combined setting, starting Modes, and order.
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 Direction
Turns the current velocity without changing its speed.
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 Speed
Changes the current velocity magnitude without changing its direction.
Set Sprite Mask State
Changes only whether this instance uses its retained visual sprite mask.
Set Velocity
Sets the exact horizontal velocity, vertical velocity, or both.
Set Visible
Sets visible 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.
Turn Off Mode
Turns off the selected Mode without changing the Event’s other Modes or its One at a time or Combined setting.
Turn On Mode
Sets the Event to Combined and turns on the selected Mode.
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.