- Learn
- Tutorials
- Physics Labs
- Push Lab
- Appendices
- C Cheat Sheet
Appendix C — Cheat Sheet
Every Event and Action Push Lab - Discovery Workshop 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.
- Data Table Changed
- Runs once for each change to the selected Data Table, at the end of the step it happened in: a cell set, a row added or removed, the table reset or sorted, or a saved game loaded.
- Destroy
- Runs when an instance is destroyed.
- 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).
- 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 Release
- Runs once when the selected mouse button is released anywhere in the game view.
- Mouse Wheel
- Runs when the mouse wheel scrolls up or down over the game.
- Recurring Timer
- Runs each time the named recurring timer comes due.
- 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.
- Variable Changed
- Runs once, at the end of a step, after the selected Global Variable changes value.
C.2 Actions
- Apply Impulse
- Applies one mass-aware impulse, optionally off-center so an object with Allow rotation also spins.
- Attach to Parent
- Attaches this instance to the nearest live instance of one selected parent Object.
- 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 Data Row Exists
- Checks whether the Data Table has that row.
- Check Exists
- True when Applies To still names at least one live instance: a named result (an empty set, or one whose instances were destroyed, is false), an Instance Parameter, or an Instance Output of a Function call.
- Control Data Row
- Adds or updates one Data Table row, or removes it.
- 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, optionally with a starting rotation, scale and launch speed, and names it (Variable Name).
- Declare Variable
- Brings a Local Variable into existence.
- Detach from Parent
- Keeps this instance at its current world transform, removes its runtime parent, and restores ordinary physics.
- Else
- Runs the Else action.
- Execute Script
- Executes one Script resource in the current event context, with recursion and call-depth guards.
- For Each Row
- Runs its child stack once for each row of a Data Table.
- 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.
- Open Persistent Values File
- Opens a file picker for a .mythvalues file and stores its values (filtered by Key Prefix) as persistent values.
- 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 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.
- Save Persistent Values To File
- Downloads a small .mythvalues file holding the chosen persistent values.
- Set Data Cell
- Writes one cell of a Data Table row (the live game copy, not the authored resource).
- Set Instance Set
- Replaces what an Instance Set (made by Make Instance Set, or an Instance Set Variable) holds, for example with what the Create just before it made.
- 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 Spin
- Sets how fast the object is turning, in degrees per second.
- Set Velocity
- Sets the exact horizontal velocity, vertical velocity, or both.
- Set Visible
- Sets visible for the target or game.
- Set Z Order
- Sets the exact Z Order used to sort this instance.
- Start Recurring Timer
- Starts or restarts one saveable 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.
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.
