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gdevelop5:tutorials:basic-game-making-concepts [2021/01/17 22:07]
mannhb [Behaviors: pre-defined rules and logic for objects]
gdevelop5:tutorials:basic-game-making-concepts [2021/04/15 16:16]
bouh [Events: the order is important]
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 ## Events: the order is important ## Events: the order is important
  
-The order of events **does matter**!+The order of [[gdevelop5:events|events]] **does matter**!
  
 Events at the top are executed first. Events are executed every time your game is displayed. This display is called a frame. It executes about 60 times per second. The following examples are **not** equivalent: Events at the top are executed first. Events are executed every time your game is displayed. This display is called a frame. It executes about 60 times per second. The following examples are **not** equivalent:
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 * The first pair of events actions create a "Square" object at coordinates X: 100. Y: 200 (100;200). Then the event deletes the created square immediately. **No** "Square" is displayed on the screen. It's deleted just after being created. * The first pair of events actions create a "Square" object at coordinates X: 100. Y: 200 (100;200). Then the event deletes the created square immediately. **No** "Square" is displayed on the screen. It's deleted just after being created.
 * The second pair of events actions deletes all the "Square" objects from the scene/screen. It then creates one "Square" at the scene/screen coordinates X: 100, Y: 200 (100;200).  This event shows a  square is  **visible** on the scene (before being deleted at the next frame. It will, then, be recreated immediately. * The second pair of events actions deletes all the "Square" objects from the scene/screen. It then creates one "Square" at the scene/screen coordinates X: 100, Y: 200 (100;200).  This event shows a  square is  **visible** on the scene (before being deleted at the next frame. It will, then, be recreated immediately.
 +
  
 ## Behaviors: pre-defined rules and logic for objects ## Behaviors: pre-defined rules and logic for objects
  
-**Behaviors** allow to enhance an object with some *pre-defined logic*. Behaviors can be fairly simple, automating simple tasks or much more advanced. For example: +**Behaviors** enhance an object with some *pre-defined logic*. They can be reasonably straightforward, automating simple tasksor much more advanced tasks. For example: 
  
 * A behavior can be used to *automatically* remove an object from the game when it *goes out of the screen* (limiting the game memory usage).  * A behavior can be used to *automatically* remove an object from the game when it *goes out of the screen* (limiting the game memory usage).