Item
Pin
Fixes an item
- The pinned item loses the ability to be moved or scaled by touching.
- The movement according to the set[Track]keeps at a constant speed.
- It does not move even if it makes contact with a[Teleported] item.
It is often used when arranging items that become a wall or a floor and is considered an obstacle when it collides with other items or moves with gravity.
In addition, movement by touch and collision is limited, but operations using attributes such as movement by using[Force][Track], scaling by using[Enlargement] [Reduction] etc. are possible.
Since the position is fixed using[Pin], when there is no movement such as[Rotation] set, the setting[Physical ignore] will make items overlap without colliding.
Rotation
Makes an item rotate.
- It starts to accelerate and decelerate at the time of rotation when using[Force].
- Use[Rotation] +[Pin] to fix at the center of the image to rotate.
- You can rotate with one finger touch by using[Rotation] +[Pin].
If you want to express movement similar to the swings of a bat by using[Rotation] +[Pin], you need to set up a dummy by writing a point at a position opposed to the tip, at the same distance as the tip is from the grip, so that the grip becomes the center of the image.
Physics disregard
It prevents the item from colliding with other items.
- It will not be affected by[Gravity][Tilt sensor].
- When moved by using[Force], it will always move at constant speed.
Since it is not influenced by[Gravity], it will not effected even if it is set up to[Jump].
Since it does not collide with other items, it will not have any effect even if you give it[High repulsion],[High density] or[High friction] attributes.
It will not be used for physical behaviors, so it is often used to create mechanisms and controllers for operation.
Friction
It prevents slipping.
When trying to roll a ball on a tilted floor, if the ball slips easily, it will slow down if you attach[friction] to the floor.
Heaviness
Makes an item heavier.
Items will change in weight depending on their size, but you can make it heavier without changing the size using[Heaviness]. It will be four times heavier for items of the same size.
Gravity disregard
[Gravity][Tilt sensor] will not be affected.
Repeat
Makes a[Track] or a[Sound] effect occur repeatedly (loop).
If an event occurs while[Track] takes place, it pauses and when an event occurs again, it is resumed instead of being played from the beginning.
If an event occurs during playback of[Sound], it will not stop and will be played back from the beginning again.
Therefore, once started, in order to stop the loop playback of the[Sound], it is necessary to delete the item by[Disappear] or move it to the outside of the scene.
Auto start
Makes a[Track] or a[Sound] start automatically.
- Automatically generated timing is copied as a target of[Copy] at the start of each scene, when reset as a subject of[Reset].
Track
Track.
- Makes the item move along the set trajectory.
- Every time an event occurs, it switches between moving and pausing.
If you set the trajectory faster, it makes the item movement faster.
Focus
[Scene Zooming]: This item will be displayed in the center.
- Only one item can be set in a scene
- The display area is only within the scene
- When the item disappears, the[Scene Zooming]display position will remain at that point
When the item goes to the edge, because the display area moves only within the scene, the item position will no longer be centered.
Ghost
Fires ghosts.
- The ghost is fired at the set direction and speed and moved at a constant speed.
- The ghost does not collide with other items, and is not affected by[Gravity] or[Tilt sensor].
- The ghost will be a contact trigger against the target item in combination with[Contact], and the trigger ghost disappears.
There is a limit on the number of ghosts displayed in the scene. The number of ghosts of the same item is limited to 10. But the number of allowable items in the scene is limited to (128) + 10 .
Bomb
Disperses other items.
- Disperses with strong force all the items that are in close proximity of the "bomb".
Even when there is an obstacle between the items, the power is determined only by the distance from the[bomb].
Disappear
Makes items disappear.
When multiple attributes other than[Disappear] are given, the item disappears after the effects of the other attributes finish.
Change Work Flag
Switch the work flag
- Possible to retain information even when moving from one scene to another
- Possible to be turned on, off, switch, or left unchanged
- Possible to use up to 9 in one work
Unlike the other attributes, the work flag is an attribute that retain the information about the current state of play in each work. It allows you to move to the next scene with the same state of play, but on the other hand, it may make debugging difficult at the development. For that reason, we have provided a debug function that allows you to temporarily change the flag settings, or check the current work flag state.
Contact
Generates an event for the target that the item will come in contact with.
Since it is necessary to generate an event between items, the frequency of use is considerably high.
When the event does not occur even if the items touches each other, let's first check if you haven't forgotten the setting of[Contact] or whether the setting direction is reversed.
The item where the event happens is not the item that has[Contact] as an attribute, but the item that was specified as the target by using[Contact].
Flag
It generates an event when a certain condition is satisfied.
- When the target item for which an event has not generated is not present in the scene, and the target work flag state matches, that becomes a condition.
- When there is a change to the target, the condition is checked to see whether it is satisfied.
- When an event generates on the target item
- When the target item disappears outside the scene
- When there is a change to the[Work Flag]
- Even when the target item is added (reset) in the scene after satisfying the condition, the event generates every time the condition is satisfied.
- Once the condition is satisfied,[Force]and[Resize]persist, To release it, it is necessary to reset the flagged item or erase it.
It is possible to monitor the state of multiple items, and to trigger an event when one event has generated on all of them. It is also possible to monitor not only the occurrence of events, but also their disappearance.
- Usage example 1: Clear when all three items in the scene are taken
- Usage example 2: Reset when the character goes out of the scene
- By monitoring the[Work Flag], it is also possible to trigger the events according to what happened in the previous scene.
- Usage example 3: Tools obtained in the previous scene become available
Teleport
Move an item that was touched to the position of the target item.
- Only one target item can be selected.
- The destination of the movement is the center of the target item.
- Pinned items do not move even if an item enters in contact with them.
Since the target item matches the destination of the movement, it will not move even if you touch it.
Please be careful because if there are multiple overlapping items (with complicated paths) at the destination, the execution speed may be delayed.
Force
(up, down, right, left, custom)Move the target item. You can set the direction and the speed by using the custom force.
- The effect continues as long as the trigger continues.
- When the[Physics disregard] item is targeted, it will move at constant speed.
- When Force (up, down, left, right, custom) is set towards a pinned item, the targeted item moves at a constant speed.
- The maximum speed of the custom force is the same as Up / Down, Left / Right.
You can increase the speed of the targeted item by setting[Force]towards it from multiple items in the same direction at the same time.
Although it is not limited to this attribute, it is not always necessary to cause an event by touching it. A collision between items also causes an event as a trigger. You can use it like a moving floor or a jump table.
Force
(clockwise, anticlockwise, attraction, repulsion)Move the target item.
- The effect continues as long as the trigger continues.
- When the[Physics disregard] item is targeted, it will move at constant speed.
- [Rotation] If the item is targeted, it will rotate while accelerating / decelerating.
- When Force (attraction, repulsion) is set towards a pinned item, the targeted item moves at a constant speed.
Jump
Apply a force to the target item in the direction opposite to the direction of gravity of the scene.
- It is possible to overlap two or more.
- There is no effect when the scene is in the zero gravity state.
- The[Physics disregard] or[Pin] attributes have no effect.
By applying the effect of[Jump] from multiple items at the same time to one item, you can give the jump more power.
It is ineffective for any item when the scene is in the zero gravity state. Regardless of the setting of the gravity of the scene the[Physics disregard] attribute has no effect on the item.
Enlargement / Shrinking
Change the size of the target item.
- The effect continues as long as the trigger continues.
You can change the size faster by giving[Enlarge, Reduce] from multiple items at the same time for one item.
Duplicate
Adds a copy (including attributes) of the target item to the position at the beginning.
It can not be added if items in the scene have reached the limit number.
Depending on how you use it, there are possibilities that multiple items (with complex paths) will overlap, so you need to be careful.
Transform
Change the appearance of the target item to the same as itself
- When the appearance changes, the path of the hit collision detection also changes
- Because of changing the appearance of an item to the same as its current appearance, the effect is also affected by the state of other items that have been changed by[Transform].
Reset
Return the target item to the initial state at the start of the scene.
When you try to reset an item that has already disappeared from the scene, it can not be reset if the number of items in the scene has reached the upper limit.
Combining[Reset] is effective to realize movement that repeats a specific route accurately.
For example, if you try to realize it only with[Track] and[Loop], it becomes difficult to match the start point and the end point of the trajectory and
it's important to consider the influence from the other items.
Communicate to any
Generate an event of one of the target items.
- The effect lasts as long as the trigger continues.
- The target items where events occur are randomly chosen.
- The occurrence of the events of the target items is not simultaneous, it occurs at the next action.
It is possible to realize a mechanism to count arbitrary numbers by utilizing the nature that tells events to one item.
Scene
Scene Zooming
Change the range of the scene displayed while playing
- [Focus]Fixed in the center, when there is no item