Sprite
A game object represented as an image on the screen at specific coordinates. Sprites also allow running animation, events and physics motion.
Appears in tab: SPRITES
Sprite's name
Used to reference the sprite throughout the game.
Appears in tab: SPRITES
Sprite's X
A property of the sprite. The sprite’s initial x position.
Appears in tab: SPRITES
Sprite's Y
A property of the sprite. The sprite’s initial y position.
Appears in tab: SPRITES
Rotation
A property of the sprite. Changing a sprite's rotation changes the way it is "pointing" by turning it about its center point.
Appears in tab: SPRITES
Immovable
A property of the sprite. This option applies when two sprites collide. Check this option when a sprite should not move during a collision with another sprite. If a sprite is not immovable another sprite that runs into it can push it.
Appears in tab: SPRITES
Allow gravity
A property of the sprite. Defines if the sprite is affected by gravity (checked) or not (unchecked). This option applies only when the game has gravity. If the game has gravity and this box is checked - when running the game the sprite will fall until it reaches a surface (world boundary, tiles, or another sprite). If the box is unchecked, the sprite will not move upon running the game.
Appears in tab: SPRITES
Collide world bounds
A property of the sprite. Defines whether the sprite collides with the world’s bounds (checked) or if it can move beyond it (unchecked).
Appears in tab: SPRITES
Show sprite
A property of the sprite. Show or hide the sprite on the game screen.
Appears in tab: SPRITES
Widget
A game object that displays information or interacts with the player.
Appears in tab: WIDGETS
Widget's name
Used to reference the widget throughout the game.
Appears in tab: WIDGETS
Show widget
Show or hide the widget on the game screen.
Appears in tab: WIDGETS
Sounds
A game object that represents a sound. The sound can be played using the Play block.
Appears in tab: WIDGETS
Sound's name
Used to reference the sound throughout the game.
Appears in tab: WIDGETS
Game
An object representing the game as a whole. Properties of the game object include the width and height of the game world, which sprite the game camera should follow, and the strength of gravity in the game world.
Appears in tab: GAME
World width
Sets the world’s width. The visible part of the world is 600 by 400.
Appears in tab: GAME
World height
Sets the world’s height. The visible part of the world is 600 by 400.
Appears in tab: GAME
Gravity
Defines the level of gravity in the game. Zero means that there is no gravity and the sprites do not fall down.
Appears in tab: GAME
Camera target
Defines which sprite to follow. This is useful if the game world is bigger than 600 by 400. When the target sprite moves, the game window will scroll to keep up with it.
Appears in tab: GAME
Physics
In game design physics refers to system used to make game objects behave like objects in the real world. For example, it is the physics system that stops a sprite from moving if it runs into a "solid" object like a tile or immovable sprite. In some games, the physics system also includes gravity that automatically caused objects to fall towards the bottom of the screen unless something stops them. In Game Builder there are two possible physics systems, ARCADE and P2. ARCADE is easier to use and should be the choice for most games. P2 allows for more realistic simulations and provides more control over sprites' speed and rotation.
Appears in tab: GAME
Tilemap
A game object made up of individual square tiles. Tiles can be used to "draw" the game world. They take up space and stop sprites from moving through them.
x, y coordinates
The world has width (represented by the x coordinates) and height (represented by the y coordinates). Each sprite in the world has x and y coordinates that define its position. The top left corner of the game world has coordinates x = 0, y = 0 As you move to the right, the value of x get bigger; as you move down, the value of y gets bigger. The x and y coordinates are displayed in the top left corner and are changed as the mouse cursor is moved.
Counter widget
The Counter widget is used to keep count and can be displayed in the game.
Appears in tab: WIDGETS
Text widget
The Text widget is used to display labels or texts on the game’s screen.
Appears in tab: WIDGETS
Timer widget
The Timer widget is used to time activities in the game. It counts the seconds backwards until it reaches zero.
Appears in tab: WIDGETS
On End
This block will be called when the timer's countdown reaches 0.
Appears in tab: WIDGETS
Clock widget
The Clock widget is used to show the elapsed time. It counts the elapsed seconds starting from 0.
Appears in tab: WIDGETS
Button widget
The Button widget is used to create a simple interface in the game.
Appears in tab: WIDGETS
On Down
This block is called repeatedly when the user clicks on the button for as long as the mouse button is held down.
Appears in tab: WIDGETS
button.On Click
This block is called just once when the user clicks on the button, at the time when the mouse button is released.
Appears in tab: WIDGETS
Dialog widget
The Dialog widget is used to display a message to the player. The message is a string.
Appears in tab: WIDGETS
On Confirm
This block is called when the user presses the check button on the dialog widget.
Appears in tab: WIDGETS
On Run
This block exists in each sprite and widget and cannot be deleted. When the player clicks on the Run button (to play the game), the blocks attached to the On Run block are executed.
Step
Makes the sprite try to move. The sprite's movement can be blocked if there are tiles or other sprites in the way. The value defines the number of pixels the sprite will move. Positive values tell the sprite to move to the right, negative values mean move to the left.
Appears in tab: Movement
Jump
Makes the sprite jump. The sprite will jump to a certain height (based on the gravity of the game).
Appears in tab: Movement
Get X
Get Y
Set X
Sets the sprite’s x position based on the value in the block. The sprite is placed at the new position.
Appears in tab: Movement
Set Y
Sets the sprite’s y position based on the value in the block. The sprite is placed at the new position.
Appears in tab: Movement
Get Rotation
Set Rotation
Rotates the sprite based on the value (given in degrees) in the block. Positive values rotate the sprite clockwise, negative values rotate counterclockwise.
Appears in tab: Movement
Set Speed
Sets the speed of the sprite. This block changes the speed of the sprite in multiples of its default speed (the default is 1). The block Set Speed doesn't move the sprite itself. Instead it affects how fast or slow the sprite moves when the block Step is called.
Appears in tab: Movement
Set Allow Gravity
Sets the allow gravity to true. When the block is called, the sprite will be affected by gravity.
Appears in tab: Movement
Thrust
Applies force that pushes the sprite towards the top of the screen. The number is the amount of force. If the game world includes gravity, this number must be large enough to overcome gravity or the sprite will not move.
Appears in tab: Movement
Rotate Left
Rotates the sprite to the left. The number is the speed with which the sprite starts rotating. The sprite slows down automatically so it will not spin forever.
Appears in tab: Movement
Rotate Right
Rotates the sprite to the right. The number is the speed with which the sprite starts rotating. The sprite slows down automatically so it will not spin forever.
Appears in tab: Movement
Get Velocity X
Get Velocity Y
On Key
The block is called each time a keyboard key is pressed. If the key that was pressed matches the character in this block, something can happen. You can choose the value in the dropdown. This block can be used to control elements of the game using the keyboard.
Appears in tab: Events
On Collide
The block is called each time two sprites collides: the sprite where the block resides and the sprite chosen in the dropdown.
Appears in tab: Events
On Collide With World Bounds
The block is called each time the sprite collides with one of the world bounds. When physics is ARCADE, Choose the edge of the world bounds from the dropdown so that something will happen in the collision event. If the physics system is P2 there is no way to tell which edge the collision was.
Appears in tab: Events
On Swipe
The block is called each time the user swipes on their touch screen. If the the direction of the swipe matches the character in this block, something can happen. You can choose the value in the dropdown. This block can be used to control elements of the game by swiping the screen.
Appears in tab: Events
On Click
On Game Tap
The block is called whenever the user clicks anywhere in the game world. There should be just one On Game Tap block in the game.
Appears in tab: Events
On Collide With Tilemap
On Update
The block is called every time the game screen redraws, usually 30 to 60 times per second. The On Update block can be used to control the sprite's behavior.
Appears in tab: Events
Show
Hide
Hides the sprite or the widget. Unlike the Destroy block, the object is not removed from the game world and can be made to reappear again by calling the Show block.
Appears in tab: Display
Destroy
Enable
Disable
Disable the sprite by removing it from the game. Unlike a hidden sprite (using the Hide block), other sprites will not be able to collide with a disabled sprite. Unlike a destroyed sprite (using the Destroy block), a disabled sprite can be brought back to the game by using the Enable block.
Appears in tab: Display
Get Scale
Set Scale
Sets the scale of the sprite. This block changes the scale of the sprite in multiples of its default size.
Appears in tab: Display
Set counter
Set text
A block of the Text and Dialog widgets. Sets the text to display in these widgets.
Appears in tab: WIDGETS
Set timer
Start clock
Get value
A block of the Counter widget. Returns the value of the counter.
Appears in tab: WIDGETS
Get seconds
A block of the Clock widget. Returns the number of seconds that have passed since the clock started running.
Appears in tab: WIDGETS
Play Sound
Reset Game
Pause Game
Unpause Game
Get Game Time
Shows the time elapsed in milliseconds (thousandths of a second).
Appears in tab: Game and Sounds
Set Background To
Loop
Repeat
If
if blocks are used for decision making. If the condition is true (yes), then the code inside the if block is executed.
Appears in tab: Control
If Else
If Else blocks are used for decision making.If the condition is true (yes), then the code inside the if block is executed. If the condition in the if block is false (no), then the code inside the else block is executed.
Appears in tab: Control
not
Reverses the condition:not true (yes) is false (no); not false (no) is true (yes).
Appears in tab: Logic and Data
and
Returns true (yes) when both conditions are true and false (no) otherwise.
Appears in tab: Logic and Data
or
Returns true (yes) when at least one of the conditions is true and false (no) otherwise. Change the dropdown in the and block to or.
Appears in tab: Logic and Data
Comparison ==
Compares the values on both of its sides. The result is true (yes) when both values are exactly the same and false (no) otherwise.
Appears in tab: Logic and Data
Comparison >
Compares the values on both of its sides. The result is true (yes) when the value on its left is greater than the value on its right. Change the dropdown in the = block to >.
Appears in tab: Logic and Data
Comparison <
Compares the values on both of its sides. The result is true (yes) when the value on its left is less than the value on its right. Change the dropdown in the = block to <.
Appears in tab: Logic and Data
Random
Returns a random number in between the range of the minimum and maximum numbers provided. Each call to this block can return a different number.
Appears in tab: Logic and Data
Create variable
Creates a variable. A variable stores a value that can be used and changed.
Appears in tab: Variables
set variable to
change variable by
Increases or decreases the value of the variable by the number specified in the block.
Appears in tab: Variables
Function
A function gives a name to a set of blocks. Once a function is defined, it can be used many times in the code. You can use the functions from other sprites. When in another sprite, the function block is defined in the Other objects' Functions library.
Appears in tab: Object's Functions
Function with return value
AI model
Models can be thought of as programs that learn from data. The learning is done in the training process. The models capture data and make predictions based on that. When we train the model, we categorize and label the data. We have two models: the image model and the pose model. The image model finds patterns in the images recorded. The pose model saves the distances between key points.
Appears in tab: AI
Webcam widget
The webcam widget is used with the AI model. After training a model, use the webcam when running the game to invoke the various classes defined in the model.
Appears in tab: WIDGETS
On Prediction
This block is called constantly and checks for the relevant class. When the prediction of the class is more than 95%, it will execute the blocks inside it.
Appears in tab: AI
Predict