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Actor

Activate Actor

Activate an actor, causing it to become visible (if not also hidden) and for its OnUpdate script to start.

Activate Actor
Actor
Actor 1
  • Actor: The actor you want to activate.

Actor Move Cancel

Cancel any currently running "Actor Move" events affecting this actor. Causes the actor to stop in its current location.

Actor Move Cancel
Actor
Actor 1
  • Actor: The actor you want to cancel movement for.

Actor Move Relative

Move an actor relative to its current position.

Actor Move Relative
Actor
Actor 1
X
0
Y
0
Use Collisions
  • Actor: The actor you want to move.
  • X: The horizontal offset relative to the current position.
  • Y: The vertical offset relative to the current position.
  • Movement Type: Choose if should move in horizontal/vertical axis first or if it should move diagonally to destination.
  • Use Collisions: Set if collisions with both scene and actors should be taken into account while moving.

Actor Move To

Move an actor to a new position.

Actor Move To
Actor
Actor 1
X
0
Y
0
Use Collisions
  • Actor: The actor you want to move.
  • X: The horizontal position.
  • Y: The vertical position.
  • Movement Type: Choose if should move in horizontal/vertical axis first or if it should move diagonally to destination.
  • Use Collisions: Set if collisions with both scene and actors should be taken into account while moving.

Deactivate Actor

Deactivate an actor, causing it to act as if it had gone offscreen. It will become invisible and its OnUpdate script will be stopped.

Deactivate Actor
Actor
Actor 1
  • Actor: The actor you want to deactivate.

Hide Actor

Hide an actor, causing it to become invisible. Its OnUpdate script will continue to run while hidden.

Hide Actor
Actor
Actor 1
  • Actor: The actor you want to hide.

Hide All Sprites

Disable rendering of sprite layer causing all sprites to become hidden until sprite rendering is reenabled.

Hide All Sprites
Hide all sprites from screen.

If Actor At Position

Conditionally run part of the script if an actor is at a specified position.

If Actor At Position
Actor
Actor 1
X
0
Y
0
True
Add Event
Else
  • Actor: The actor you want to check.
  • X: The horizontal position.
  • Y: The vertical position.
  • True: The script to run if the condition is true.
  • False: The script to run if the condition is false.

If Actor Distance From Actor

Conditionally run part of the script if an actor is within a certain distance of another actor.

If Actor Distance From Actor
Actor
Player
Comparison
<=
Distance
0
From
Actor 1
True
Add Event
Else
  • Actor: The actor you want to check.
  • Comparison: The comparison operator to use e.g. 'Less Than' or 'Greater Than'.
  • Distance: The distance value.
  • From: The actor to compare distance with.
  • True: The script to run if the condition is true.
  • False: The script to run if the condition is false.

If Actor Facing Direction

Conditionally run part of the script if an actor is facing in a specified direction.

If Actor Facing Direction
Actor
Actor 1
Direction
True
Add Event
Else
  • Actor: The actor you want to check.
  • Direction: The actor direction.
  • True: The script to run if the condition is true.
  • False: The script to run if the condition is false.

If Actor Relative To Actor

Conditionally run part of the script based on the position of one actor relative to another.

If Actor Relative To Actor
Actor
Player
Comparison
Is Above
Other Actor
Actor 1
True
Add Event
Else
  • Actor: The actor you want to check.
  • Comparison: The relative position comparison to use e.g. 'Is Above' or 'Is Below'.
  • Other Actor: The actor to compare position with.
  • True: The script to run if the condition is true.
  • False: The script to run if the condition is false.

Launch Projectile

Launch a projectile from an actor in a specified direction. When a project collides with other actors it will trigger their OnHit scripts.

Launch Projectile
Sprite Sheet
cat
Animation State
Default
Source
Actor 1
Offset X
0
Offset Y
0
Direction
Direction Offset
0
Speed
Speed 2
Animation Speed
Speed 4
Life Time
1
Loop Animation
Destroy On Hit
Collision Group
1
2
3
Collide With
Player
1
2
3
  • Sprite Sheet: The sprite to use for rendering the projectile.
  • Animation State: The sprite animation state to use.
  • Source: The actor to launch the projectile from.
  • Offset X: The horizontal offset from the source actors position to start launching the projectile.
  • Offset Y: The vertical offset from the source actors position to start launching the projectile.
  • Direction: The direction to launch the projectile. Can either be a fixed direction or based on an actor's current direction.
  • Angle: The angle to launch the projectile.
  • Direction Offset: The distance the projectile should move from launch position in its launch direction before becoming visible.
  • Speed: The movement speed.
  • Animation Speed: The animation speed.
  • Life Time: The amount of time in seconds that the projectile will live for.
  • Loop Animation: Set if animation should loop.
  • Destroy On Hit: Set if the projectile should be destroyed after its first collision.
  • Collision Group: The collision group that should be used when registering collisions with actors.
  • Collide With: The groups of actors that will be checked for collisions. e.g. If it should pass through any actors but the player set this field to just 'Player'.

Player Bounce

In platform scenes causes the player to bounce upwards by setting the player's velocity Y value.

Player Bounce
Height
Medium
Affects Platform scenes only
  • Height: How high the player should bounce.

Push Actor Away From Player

Causes the specified actor to be moved in the direction that the player is currently facing. Useful for creating block puzzles.

Push Actor Away From Player
Slide Until Collision
  • Slide Until Collision: Set to make the actor continue to move until a collision with another actor or the scene occurs.

Set Actor Animation Frame

Set an actor's animation to a specified frame value.

Set Actor Animation Frame
Actor
Actor 1
Animation Frame
0
  • Actor: The actor you want to update.
  • Animation Frame: The animation frame value.

Set Actor Animation Speed

Set the animation speed of an actor to a new value.

Set Actor Animation Speed
Actor
Actor 1
Animation Speed
Speed 4
  • Actor: The actor you want to update.
  • Animation Speed: The animation speed.

Set Actor Animation State

Change the sprite animation state for a specified actor.

Set Actor Animation State
Actor
Actor 1
Animation State
Default
  • Actor: The actor you want to update.
  • Animation State: The sprite animation state to use.

Set Actor Collisions Disable

Disable all collision checks for an actor allowing the player and all other actor's to pass through it while moving.

Set Actor Collisions Disable
Actor
Actor 1
  • Actor: The actor you want to update.

Set Actor Collisions Enable

Re-enable collisions for an actor causing it to become solid again if collisions had previously been disabled.

Set Actor Collisions Enable
Actor
Actor 1
  • Actor: The actor you want to update.

Set Actor Direction

Change the direction that an actor is currently facing.

Set Actor Direction
Actor
Actor 1
Direction
  • Actor: The actor you want to update.
  • Direction: The actor direction.

Set Actor Movement Speed

Set the movement speed of an actor to a new value.

Set Actor Movement Speed
Actor
Actor 1
Speed
Speed 2
  • Actor: The actor you want to update.
  • Speed: The movement speed.

Set Actor Position

Set the position of an actor, causing it to instantly move to the new location.

Set Actor Position
Actor
Actor 1
X
0
Y
0
  • Actor: The actor you want to update.
  • X: The horizontal position.
  • Y: The vertical position.

Set Actor Relative Position

Set the position of an actor relative to it's previous position, causing it to instantly move to the new location.

Set Actor Relative Position
Actor
Actor 1
X
0
Y
0
  • Actor: The actor you want to update.
  • X: The horizontal offset relative to the current position.
  • Y: The vertical offset relative to the current position.

Set Actor Sprite Sheet

Set the sprite that should be used to render an actor.

Set Actor Sprite Sheet
Actor
Actor 1
Sprite Sheet
cat
  • Actor: The actor you want to update.
  • Sprite Sheet: The sprite to use for rendering the actor.

Set Player Sprite Sheet

Set the sprite that should be used to render the player.

Set Player Sprite Sheet
Sprite Sheet
cat
Replace Default For Scene Type
  • Sprite Sheet: The sprite to use for rendering the player.
  • Replace Default For Scene Type: Causes this sprite to override the default for all scenes of the current type. i.e. If you are currently in a platformer scene, all other platformer scenes using the default sprite will now load using this replacement sprite automatically instead.

Show Actor

Unhide a previously hidden actor.

Show Actor
Actor
Actor 1
  • Actor: The actor you want to show.

Show All Sprites

Re-enable rendering of the sprite layer if previously disabled.

Show All Sprites
Unhide all active sprites.

Show Emote Bubble

Show an emote image above a specified actor. The image will be positioned centrally above the actor's collision bounding box.

Show Emote Bubble
Actor
Actor 1
Emote
Love
  • Actor: The actor to display an emote image above.
  • Emote: The emote image to display.

Start Actor's "On Update" Script

Start an actors OnUpdate script if it is not currently running. If the actor is currently offscreen its script may become deactivated causing the script to stop running again, to prevent this set the 'Keep Running While Offscreen' setting for the actor's OnUpdate script.

Start Actor's "On Update" Script
Actor
Actor 1
  • Actor: The actor you want to update.

Stop Actor's "On Update" Script

Stop an actors OnUpdate script if it was currently running.

Stop Actor's "On Update" Script
Actor
Actor 1
  • Actor: The actor you want to update.

Store Actor Direction In Variable

Store the current direction of an actor within a variable.

Store Actor Direction In Variable
Actor
Actor 1
Variable
$Variable0
  • Actor: The actor you want to check.
  • Variable: The variable to use for the direction.

Store Actor Position In Variables

Store the current position of an actor within two variables, one to store the horizontal position and another to store the vertical position.

Store Actor Position In Variables
Actor
Actor 1
X
$Variable0
Y
$Variable0
  • Actor: The actor you want to check.
  • X: The variable to use for the horizontal position.
  • Y: The variable to use for the vertical position.