Appendix C — Cheat Sheet
Every Event and Action Picture Puzzle uses, with what it does in one line, in Myth’s own words.
C.1 Events
- 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.
- End Step
- Runs at the end of each game step, after regular Step events.
- 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.
- Game State Changed
- Runs after the singular project Game State changes.
- 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.
- Mouse Released on Object
- Runs once when a mouse button is released over this instance.
- 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
- 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 Input Context Active
- Runs nested actions while the selected Input Context belongs to the active-context set.
- Control Data Row
- Adds or updates one Data Table row, or removes it.
- 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, and names it (Created As).
- Declare Variable
- Brings a Local Variable into existence.
- Else
- Runs the Else action.
- Generate Random Integer
- Makes a whole number between Minimum and Maximum, including both endpoints, using the seeded gameplay random stream.
- If
- Runs its Then branch when its Condition is true.
- Repeat
- Runs its vertical child stack Count times.
- Return
- Ends this run here.
- Run Code (JS)
- Runs one inline JavaScript snippet in the current event context.
- 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 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 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 Sprite
- Changes the sprite resource.
- Set Visible
- Sets visible for the target or game.
- Set Z Order
- Sets the exact Z Order used to sort this instance.
- 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.
