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Event Reference Timing
Gabe1290 edited this page Aug 11, 2026
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1 revision
Home | Event Reference | Full Action Reference
| Property | Value |
|---|---|
| Name | alarm |
| Icon | ⏰ |
| Category | Timing |
| Preset | Beginner |
Description: Fires when an alarm countdown reaches zero.
Available alarms: 12 independent alarms (alarm[0] through alarm[11])
Setting alarms: Use the "Set Alarm" action with steps (60 steps ≈ 1 second at 60 FPS)
Common uses:
- Timed spawning
- Cooldowns
- Delayed effects
- Repeating actions (set alarm again in alarm event)
| Property | Value |
|---|---|
| Name | begin_step |
| Icon | |
| Category | Step |
| Preset | Beginner |
Description: Fires at the beginning of each frame, before regular Step events.
Execution order: Begin Step → Step → End Step
Common uses:
- Input processing
- Pre-movement calculations
| Property | Value |
|---|---|
| Name | end_step |
| Icon | ⏹️ |
| Category | Step |
| Preset | Beginner |
Description: Fires at the end of each frame, after collisions.
Common uses:
- Final position adjustments
- Cleanup operations
- State updates after collisions
- Object Events - Create, Step, Destroy
- Input Events - Keyboard, Mouse
- Collision Events - Object collisions
- Drawing Events - Custom rendering
- Room Events - Room transitions
- Game Events - Game start/end
- Other Events - Boundaries, Lives, Health