Now that you know a little bit more about Thyme, how about we create a Hello World in algodoo? OnSpawn - Executed when an object is created. OnDie - Executed when an object dies or is deleted. OnClick - Executed when an object is clicked. E arguments contain "keycode" and "character". OnKey - Buggy, but is triggered when a key is pressed. Update - Like postStep, but it also runs when the simulation is paused. I am unaware of the E argument for postStep. PostStep - One of the few universal events. Annoyingly, the E argument contains "geom" rather than other, however e.geom behaves the exact same. OnLaserHit - Triggered when a laser hits an object. E argument contains "laser", which allows modification of the laser. OnHitByLaser - Triggered when an object is hit by a laser. E argument contains "other", which allows modification of the event object. OnCollide - Triggered when an object collides with this object. This page will go over most/all of the events in an object. create variables, test functions/code, etc). This is because it allows you to modify an object (ex. We will refer to this mini console as the modifier. It is a little bit more limited than the big console, however. This means this object contains multiple variables/functions inside of it.Īt the top of the Script Menu in Objects is a miniature version of the Console. For example, if you use /app.wa, it will show up with settings relating to Water.Įvery object in Algodoo is known as a class object. One neat, partially documented feature of the Console is the ability to search up built-in functions. You can also modify advanced Algodoo settings. When you run a function in the Console, it will return the output of the function. While it's not particularly useful, it's useful for setting settings for a scene, modifying advanced Algodoo options (we'll get to that later), and testing functions. To open the Console, use the ` (tilde) key. The most simple way to use it is the console. Chapter 1 - Introduction PAGE 1 - Console
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