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Jul 24 2009, 4:13 PM EDT
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Change: Input BrowserThe input browser provides access to action definitions, objects, object properties, logic and math operators, and functions. Get an overview of the browser's features.View NowFunctionsFunctions represent well encapsulated action sets that can be re-used within behaviors and applications. Get an overview of functions.View Now
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Jul 24 2009, 4:13 PM EDT
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Change: button in the upper right-hand corner.button.To edit an existing behavior, click the respective "Edit" button.To disableon orthe enablebehavior anto existingselect behavior,it toggleand thethen checkboxclick on the left."Edit" button.To delete an existing behavior, dragclick on it
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Jul 21 2009, 3:36 PM EDT
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Change: that have been created to see some in-depth examples in the form of wiki documents, videos, and in-game tutorials.World BehaviorsHigh-level behaviors that manage the flow of an application are typically created at a global level - "on the World" as we will typically say. Although these
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Apr 28 2008, 10:51 PM EDT
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Change: There were only format changes (bold, italics, etc.) in this version. See this version for details.
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Apr 28 2008, 7:43 PM EDT
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Change: There were only format changes (bold, italics, etc.) in this version. See this version for details.
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Apr 28 2008, 6:36 PM EDT
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Change: The flexibility of the behavior editor provides a wide variety of ways to reference objects within a behavior. These are some guidelines that we recommend for efficiency, reliability, and portability.View NowAction DefinitionAction definitions declare what happens when a behavior
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Apr 25 2008, 2:37 PM EDT
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Change: an overview of functions.View NowRe-UsingGuidlines Behaviorfor Referencing ElementsObjectsThe flexibility of the behavior editor provides a wide variety of ways to reference objects within a behavior. These are some guidelines that we recommend for efficiency, reliability, and portability.GotchasView Now
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Apr 25 2008, 2:20 PM EDT
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Change: This includes changing an object's position, putting it in motion, settingGet an image, incrementing a score,overview playingof athe sound,actions etc.available.View NowFilter Definition DefineFilter definitions determine when a behavior's actionsbehavior areis executed. Object CreatedObjectGet DestroyedKeyan Event
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Apr 25 2008, 12:28 PM EDT
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Change: There were only format changes (bold, italics, etc.) in this version. See this version for details.
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Apr 25 2008, 12:26 PM EDT
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Change: an existing behavior, drag it to the trash can in the lower right-hand corner.Anatomy of a BehaviorGet an overview of the behavior editor's interface.View NowAction DefinitionThe operations that take place when the behavior is run.
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Apr 24 2008, 4:39 PM EDT
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Change: When the behavior is launched, you are presented with a list of the existing behaviors for that entity (object or World).Action DefinitionThe operations that take place when the behavior is run. This includes changing an
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Apr 24 2008, 4:19 PM EDT
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Change: executed.Object CreatedObject DestroyedKey Event FilterTimerCollision EventObject ModifiedAnd/Or FilterMouse Event FilterActionsThe operations that take place when the behavior is run. This includes changing an object's position, putting it in motion, setting an image, incrementing a score, playing a sound, etc.
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Apr 24 2008, 3:59 PM EDT
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Change: You aren't required to manage any of the physics or image rendering (we do all of that for you), but you can define things like, "When the plane crashes into the ground, play an explosion sound and destroy it."Common use cases for games include: Define what happens
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Apr 23 2008, 4:33 PM EDT
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Change: Editing behaviors when in play mode can be tricky. It is easiest to pause the application while editing behaviors.Functions. FiltersDefine when a behavior's actions are executed.Object CreatedObject DestroyedKey Event FilterTimerCollision EventObject ModifiedAnd/Or FilterMouse Event FilterActionsThe operations
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Apr 23 2008, 4:29 PM EDT
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Change: Behaviors are the glue that hold your application together. They describe the control flow for the entire application as well as the actions for individual objects given events in the World. Filters Define when a behavior's actions are executed.Object CreatedObject DestroyedKey Event FilterTimerCollision EventObject
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Apr 9 2008, 3:04 PM EDT
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Change: FiltersObject CreatedObject DestroyedKey Event FilterTimerCollision EventObject ModifiedAnd/Or FilterMouse Event FilterActions
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Apr 9 2008, 12:24 PM EDT
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Change: Moved by Apr 9 2008, 12:24 PM EDT
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Apr 8 2008, 8:17 PM EDT
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Change: Created by Apr 8 2008, 8:17 PM EDT for: no reason given
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