Actors behaviour screen
Actors can have a behaviour (except heroes), to enter the screen click the option at the bottom of the property list.



You will see a icon panel at the left and 16 colums. Each column represents a behaviour step, so an actor can have up to 16 steps.



Once an actor gets active in the game it will play the first column step, if no icons are defined it stops. To set a behaviour icon you only need to drag and drop it to a column, there is a space designed for each icon, and icons of the same class occupy the same space, so they get replaced even though you dragged it to a diferent space in the column.

Most icons have parameters, to modify them select the icon from the column and parameters will apear below the icon panel.

You can copy an icon from one step to another, drag the icon and keep [SHIFT] down to the desired step.

Here is the list of icons and their behaviour:

Sets the timer for the step, once ended moves to next step, it has 2 parameters:
sets the time in frames, games play at 59 frames per second.
sets how many times should repeat the current step.

Swaps current actor to another actor.

Jumps automatically to other step, does not perform any other behaviour in the step.

Performs the -kill- actor event, used only by and actors.

Deletes the actor.


Direction behaviours, most of them use angles to set the actor direction, so here you have a reminder:


Sets the direction angle for the actor, it has 2 parameters:
desired angle, decimals included.
sets how should the actor turn to the desired angle, instantly or with an angle speed, so the effect will be that the actor turns slowly.

Adds an angle to the actor's direction angle, it has 2 parameters:
increment/decrement angle.
same as above.

Sets a random direction angle, it has 2 parameters:
random angle (multiple of), so for example if you set its value to 5 it will only generate random angles multiples of 5 this is 0 - 5 - 10 - 15...
same as above.

Sets a behaviour to the actor, any actor with this set will move towards the hero except if the actor is created by the hero, in this case homing will search for the nearest enemy on the screen and move towards it. has only property.

Sets direction angle by a positional location, has 3 parameters:
horizontal position, can be actual position, (faces screen position) or (faces hero horizontal position). Relative position or global if is selected, and if the actor looks or moves to the position.
same as but with vertical values.
same as above.

Sets a turn movement to the actor, has 2 parameters:
turns to perform, positive values will make a left turn, negative values will make a right turn, decimals are taken into account so a value of 2.5 will perform two turns and a half.
angle speed for the turn.

Sticks the actor to the hero, perfect for shield guns, body wheapons, swords...
Actors with this icon will act like a part of the hero.

Sets 4-Way movement, only for games, it has 2 parameters:
sets if you want the actor to seek for the hero while it moves.
frames to perform before it changes its direction to a 4-Way direction.

All of the above belong to the same class: direction behaviours.


Sets a parabolic movement to the actor, used in all game genres except for games, it has 3 parameters:
in pixels, is the height at the midpoint.
initial height in pixels, if you want the actor to start from a certain height.
number of bounces to perform, each bounce will be lower than the previous.
Use it in conjunction with: to set the time to perform the movement, default is 100 frames.
Also use it in conjunction with: to set the destination, for example if you want to make a parabolic gunshot to the hero.

Performs a jump, only for games, it has 2 parameters:
vertical speed in pixels, it will be decremented each frame by actor value.
number of bounces to perform, each bounce will be lower than the previous, and unless this parameter is set to , behaviour will move to next step once the jump has ended.

Sets actor speed, it has 2 parameters:
initial speed.
speed out, if enabled use it in conjunction with to set the time to perform the increment/decrement of speed.

Sets actor speed to 0.

Sets a swing movement to the actor, it has 2 parameters.
set the horizontal in pixels and an angle value.
set the vertical in pixels and an angle value.

Same as above but sets a circular movement to the actor.

Sets hero events.
checks the distance to the hero, moves to a step if the actor is closer than a given value, can make a horizontal or vertical position check.
actor looks at hero, if you want an actor to face the hero but have a diferent movement.

Sets wall collisions.

Sets wall collisions, if it collides with a wall death event is raised for and actors, otherwise deletes it.

Sets bounce on wall collisions.

Sets bounce on edge.

Sets countinuos edge, if the actors exits the screen it will appear on the opposite side.


An actor can be used as a spawn of other actors, for example a gun can spread in multiple directional guns, or create random sprites for an explosion effect. You have this icons for this:

Creates an actor at the current actor position, has only 1 parameter:
actor to create.

Creates aligned actors at the current actor position, has 4 parameters:
actor to create.
actors are created perpendicular to the current actor direction angle, you can add or subtract an angle value with this property.
radius distance to the center of the current actor.
number of instances to create along the line.
if set instances are created randomly along the line.

Creates wedge actors at the current actor position, has 4 parameters:
actor to create.
actors are created in a wedge form to the current actor direction angle.
radius distance to the center of the current actor.
number of instances to create along the range.
if set instances are created randomly along the range.

Creates random actors arround current actor, has 3 parameters:
actor to create.
radius size of the virtual circle where the actor will be created.
number of instances to create.

All of the above belong to the same class: spawn icons, so only one per step, also beware of possible recursive loops like: A creates B and then B creates A.


Sets a blinking effect to the current actor, has 1 parameter:
blink speed, it also can be set to invisible.

Plays a sound, has 1 parameter:
sound effect.

Sets a jump chance, has 2 parameters:
sets the chance value, lower values will increment the chance to trigger the step jump.
step to jump to.

Only for actors, sets the track property for the step, so if the actor collides with a track cell will change its direction to the arrow pointing direction.

Only for actors, sets the no shooting property for the step.