TutorialsCocktail Shaker Sort

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.