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Event Reference Object
Gabe1290 edited this page Aug 11, 2026
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1 revision
Home | Event Reference | Full Action Reference
| Property | Value |
|---|---|
| Name | create |
| Icon | 🎯 |
| Category | Object |
| Preset | Beginner |
Description: Executed once when an instance is first created.
When it fires:
- When an instance is placed in a room at game start
- When created via the "Create Instance" action
- After room transitions for new instances
Common uses:
- Initialize variables
- Set starting values
- Configure initial state
| Property | Value |
|---|---|
| Name | step |
| Icon | ⭐ |
| Category | Object |
| Preset | Beginner |
Description: Executed every frame (typically 60 times per second).
When it fires: Continuously, every game frame.
Common uses:
- Continuous movement
- Checking conditions
- Updating positions
- Game logic
Note: Be careful with performance - code here runs constantly.
| Property | Value |
|---|---|
| Name | destroy |
| Icon | 💥 |
| Category | Object |
| Preset | Intermediate |
Description: Executed when an instance is destroyed.
When it fires: Just before the instance is removed from the game.
Common uses:
- Spawn effects (explosions, particles)
- Drop items
- Update scores
- Play sounds
- Input Events - Keyboard, Mouse
- Collision Events - Object collisions
- Timing Events - Alarms, Step variants
- Drawing Events - Custom rendering
- Room Events - Room transitions
- Game Events - Game start/end
- Other Events - Boundaries, Lives, Health