Behaviors

Behaviors can be linked together to build sophisticated game mechanics and logic

Outputs

This behavior has a single output of 1 that gets triggered once

Outputs

This behavior has a single output of 1 that is always triggered

Properties

The skip frames knob can be adjusted so that this behavior only triggers every few frames

Inputs

Start starts the timer running. If nothing is connected here, timer will start automatically.

Reset stops the timer, and sets the repeated count back to zero.

Delay sets the timer delay to the value is passed in. Delay is counted in 1/10 second increments, so if you input 20 then the timer will next trigger in two seconds.

Outputs

Timers have a single output of 1, which is triggered each time the delay setting is reached

Properties

Delay is the same as the delay input.

Repeat Forever tells the timer to start running again each time it triggers.

Repeat Count sets how many times the timer will trigger.

Outputs

This behavior has four outputs that emit 1

Down is triggered when the mouse button is pressed.

Up is triggered when the mouse button is released.

Over is triggered when the mouse pointer rolls over an object.

Out is triggered when the mouse pointer rolls off of an object

Properties

Capture Clicks Anywhere tells the behavior to trigger when the mouse is clicked anywhere in the game, instead of just on the object.

Outputs

X outputs the mouse position on X axis, relative to object.

Y outputs the mouse position on Y axis, also relative to object.

Outputs

This behavior has two outputs that emit 1

Down is triggered when the assigned key is pressed.

Up is triggered when the assigned key is released.

Properties

Change Key button allows you to choose a key that will trigger this behavior. Click the "Change Key" button, and then just press the desired key. The "current key" label displays the currently assigned key.

Repeating tells the behavior to continue to trigger as long as the assigned key is held down. Tweaking the "repeat delay" knob allows you to tune how quickly the trigger fires when the key is held.

Outputs

Hit emits 1 when the object touches another object that has collisions enabled.

Properties

Select Type allows you to choose a the type of object that will trigger this behavior.

Note: make sure that both object types involved have collisions enabled.

Select Object enables you to limit the trigger to only fire when a specific object is collided with. Selecting "Any Object" means that the trigger will fire when colliding with any object of the selected type.

Top, Bottom, Left, Right - these settings enable the collisions to trigger only for specific directions. For instance, enabling only "top" means that the trigger will only fire when this object's top comes in contact with a selected object.

Outputs

Out emits 1 when the object comes within range of a specified object.

Properties

Select Type allows you to choose a the type of object that will trigger this behavior.

Note: make sure that both object types involved have collisions enabled.

Select Object enables you to limit the trigger to only fire when a specific object of the selected type is near. Selecting "Any Object" means that the trigger will fire when coming in range of any object of the selected type.

Trigger Distance how close the two objects can get before the behavior is triggered.

Only Trigger Once select this to make sure that trigger fires once when the objects get close. Otherwise the trigger will continue to fire as long as the objects are within range of each other.

Outputs

Out triggers when the selected message comes in. The value sent with message is emitted.

Properties

Message is the message that will trigger this behavior.

Inputs

Set sets value to the input value, no output is triggered.

In outputs the current value.

+ adds input to the current value.

Outputs

Out current value is emitted when an input is recieved.

Properties

Label is an optional helpful label that is displayed on the behavior, it will not affect behavior and is only to aid organization.

Current Value is used to manually set the value of this behavior

Inputs

A sets value of "A" to the input value, no output is triggered.

B sets value of "B" to the input value, no output is triggered.

Eval evaluates the expression, and sends the results to output.

Outputs

Out value of expression is emitted when an input to eval is recieved. This value can be linked back to the A or B inputs if desired.

Properties

Label is an optional helpful label that is displayed on the behavior, it will not affect behavior and is only to aid organization. Example labels could be "Health" or "Fuel".

A is used to manually set the value of variable A

B is used to manually set the value of variable B

Expression is the expression to be evaluated.

Example: if A is set to 10, B is set to 1, and Expression is set to A+B, then the output from eval would be 11

Inputs

From assigns a new starting value.

To assigns a new ending value. Once both are assigned, then the easing begins.

Outputs

Out the current value between start and end.

Done the current value, sent when transition is complete.

Properties

Transition is the curve to use when transitioning between values

Duration is how long the transition takes.

Inputs

new generates a new random number.

Outputs

Out emits the number generated.

Properties

Min Value is the smallest number that will be generated

Max Value is the largest number that will be generated

Inputs

in is the input to filter.

Outputs

Pass emits the input value is the filter passes.

Fail emits the input value is the filter fails.

Properties

Condition is the condition used to filter input.

Value is the value to filter against.

Example: if Condition is set to is set to less than and Value is set to 1, then an input value of 1 would be routed to the fail output, while an input value of 0 would be routed to Pass.

Inputs

Off turns the switch off.

On turns the switch on.

In sends a value to output when the switch is on.

Outputs

Out emits the input value when switch is on.

Properties

On/Off is the starting value of the switch.

Inputs

Next selects the next output.

In sends a value to output one or output two.

Outputs

Out 1 emits the input value when toggled to this position.

Out 2 emits the input value when toggled to this position.

Properties

Loop causes the toggle to loop back to position after once it gets two position two. Otherwise the toggle will only switch once.

Start at is the starting position of toggle

Inputs

In plays a sound.

Outputs

Out emits the input value.

Properties

Sound is the sound effect to play.

Inputs

Emit creates and emits new object.

Outputs

Out outputs the input value.

Properties

Type is the type of object to emit.

Max Age how long the newly created object lasts before it is removed.

Force how much force is added to the new object.

Match Rotation matches the new object's rotation with this one.

Inputs

On creates and attaches a new object.

Off removes the attached object.

Outputs

Out outputs the input value.

Properties

Type is the type of object to attach.

Match Rotation matches the new object's rotation with this one.

Inputs

X add force on the X axis.

Y add force on the Y axis.

FWD add force in the forward direction.

Note: make sure that the object is movable.

Outputs

Out outputs the input value.

Inputs

X add impulse on the X axis.

Y add impulse on the Y axis.

FWD add impulse in the forward direction.

Note: make sure that the object is movable.

Outputs

Out outputs the input value.

Inputs

X axis position to point at.

Y axis position to point at.

Note: make sure that the object is movable.

Outputs

Rot outputs the object's new rotation in degrees.

Inputs

Destroy destroys this object, removing it from the game and stopping all its behaviors.

Outputs

Out outputs the input value.

Outputs

Out outputs the value 1 when the view updates.

Properties

% how closely the background layer follows the foreground layer. At 100% they move together, but lowering this value makes the background move more slowly giving an effect of depth.

Left/Right whether the view can move left and right.

Up/Down whether the view can move up and down.

Min/Max the lower and upper limits to how far the view will move.

Note: the view can only follow one object.

Inputs

Send send the message, along with the value sent to this input

Properties

Message message to send, any text will do.

Send To Last Contacted Object the message will go to the last object that was touched.

Send To Object allows you to send the message to a specific object by name, or to all objects of a specific type.

Inputs

X set the x position.

Y set the y position.

Outputs

X outputs the new x position.

Y outputs the new y position.

Properties

Pixels/Grid are the units to use. Pixels are the default, but grid coordinates can be used when preferred.

Inputs

Set set the object's rotation directly.

Add add the input value to the object's current rotation.

Outputs

Out outputs the input value.

Inputs

% visibility of object where 100% is fully opaque and 0% is completely transparent.

Outputs

Out outputs the new transparency.

Inputs

% scale of object, where 100% is original size and 50% is half-sized.

Outputs

Out outputs the new size.

Inputs

True enables the object's behaviors.

False disables the object's behaviors.

Outputs

Out outputs the input value.

Inputs

Start start running the selected animation.

Stop stop running the selected animation.

Outputs

Play outputs the input value when the animation begins.

Stop outputs the input when the animation either completes, or is stopped.

Properties

Animation to play.

Loop after the last frame of animation, start back at the beginning.

Always Complete if another animation attempts starts while this one is running, complete this animation before beginning the next one.

Inputs

X set velocity on the X axis.

Y set velocity on the Y axis.

FWD set velocity in the forward direction.

Note: make sure that the object is movable.

Outputs

Out outputs the input velocity value.

Inputs

Flip flips the object.

Back unflips the object.

Toggle if the object is flipped, unflip it and vice versa.

Outputs

Out outputs the input value.

Inputs

Extract extracts the value.

Outputs

Value value of extracted property.

Properties

Property to extract.

Object to extract the property from.

Inputs

Show open the window.

Outputs

Click outputs the input value when player clicks the button, closing the window.

Properties

Title large title text.

Message smaller message text.

Button text on button.

Inputs

Value value to display in bar.

Outputs

Out the bar's new value.

Properties

Current Value the current value of the bar.

Max Value the bar's maximum value.

With the object selected, click and drag the bar to adjust its display position.

Inputs

Value value to display in label.

Outputs

Out the label's new value.

Properties

Text to display in label.

Font for label.

Size of label.

With the object selected, click and drag the label to adjust its display position.

Inputs

Pause pause the game.

Play resume the game.

Outputs

Out output the input value.

Inputs

Go start playing new level.

Outputs

Out output the input value.

Properties

Select Level to play.

Inputs

Go start game again from beginning.

Outputs

Out output the input value.

Inputs

Save save the input value as name.

Outputs

Read read the input value from name.

Create a new Bundle, then either drag existing behavior logic into it or open it and add behaviors directly. Bundles can be nested to create more sophisticted logic. Bundles are a great way to keep your game logic organized :)