Actions
Actions
Blink
Blinking is useful for showing that damage has been taken
CallMethod
This method allows you to call an arbitrary method as the next action in the action queue. This is useful if you want to execute code in after a specific action, i.e An actor arrives at a destination after traversing a path
Parallel Actions
Sometimes it's useful to run actions in parallel to produce scripted behavior.
Delay
Delays are useful when you need to wait a certain amount of time between actions.
EaseTo
The easing action is a lot like the moveTo except you can specify an [[EasingFunction]]. With built in easing functions like [[EasingFunctions.EaseInOutCubic]] you can make things look really smooth.
MoveTo/MoveBy
Moving actions are super useful for creating patrolling behavior, and are often paired with repeat or repeatForever
Fade
Fade
RotateTo/RotateBy
Rotation actions are useful for creating spinning objects in your game.
Repeat
It is sometimes useful to repeat a sequence of action for your games. For example if you want an enemy to patrol back and forth, or for a platform to repeat a certain pattern.
Die
[[ActionContext.die|Die]] is a quick wrapper around [[Entity.kill]] to remove something from a scene.
Follow
[[ActionsContext.follow|Follow]] can be useful for building things that need to follow behind another actor.
Meet
[[ActionsContext.meet|Meet]] can be useful for building tracking projectiles that always reach their target.
ScaleTo/ScaleBy
ScaleTo