Mover
Moves its entity along a path with no code: moving platforms, lifts, saws, patrolling hazards. Points are offsets from where it’s placed, e.g. “4 0” (four units right and back) or “4 0; 4 3” (right, then up). Bodies standing on it ride along. The Scene view draws the path; select it to drag its points. With Beats set, it steps from point to point on the beat of a BeatClock.
Properties
Section titled “Properties”Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.
points: text = “4 0”. Where to go, as offsets from where it’s placed: “x y” pairs separated by semicolons, e.g. “0 3” for a lift or “4 0; 4 3; 0 3” for a square. The start (0 0) is always the first point. (Points: “x y” pairs separated by semicolons, e.g. “4 0; 4 3”; the start (0 0) is always the first point and isn’t listed; at least 1. The Inspector lists them a row each to set, add, remove and reorder.) (Field: its own editor: Points.)speed: a number = 2. World units per second. (Field: a number.)wait: a number = 0.5. Seconds to wait at each point. Stepping to the Beats, it waits for the next step instead. (Field: a number.)mode: one of PingPong, Loop, Once = “PingPong”. What it does at the last point: go back the same way, go round again, or stop. (Field: one of its values.)smooth: true or false = true. Ease in and out of each point instead of starting and stopping dead. (Field: on or off.)
time: a number = 0. Seconds into its trip. Set it in the Inspector to start part of the way round, so a row of platforms don’t all move together. (Field: a number.)running: true or false = true. Untick it to stop it where it is; a MoverMode.Once mover slides back to its start instead, so a gate closes again. Switches tick and untick it. (Field: on or off.)stepByStep: true or false = false. Moves only when it’s stepped, point by point: by its Step action (a trigger, a wire) or on its Beats. Its first Step ticks it. (Field: on or off.)
beats: a whole number = 0. Steps to the music of a BeatClock: sets off for its next point on every this many beats, getting there at Speed (or faster, to be there by the next step), and waits there for the step after. 0 goes by seconds. (Field: a number.)beatOffset: a whole number = 0. Steps this many beats later: with two platforms on every 2 beats, one 1 beat later, they take turns. (Only used when beats is set.) (Field: a number.)clock: text = null. The entity whose BeatClock it steps to. Empty follows the first in the scene. (Only used when beats is set.) (Names an entity.) (Field: an entity’s name.)
Actions
Section titled “Actions”What anything can make it do with no code: a Trigger’s do when its message arrives, a Contraptions Wire’s input as its signal comes on, a script’s Game.Do(entity, “Name”).
Step. Sets off for its next point, getting there at its Speed, and waits there for the next step: a lift called by a button, a platform that moves on each match. From then on it moves only when stepped (see StepByStep).
While the game runs
Section titled “While the game runs”Not saved with the scene; scripts read them, and entity_get shows them as live while the game plays.
isFinished: true or false. True once a MoverMode.Once mover has reached its last point.tripSeconds: a number. Seconds for one full trip, waits included, before it repeats.
Scripts use it as Mover: its methods, events and values that aren’t saved with the scene.