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Only holds numbers (floats and integers), and contains 2 values - X and Y.

Instead, the correct term would be a = "hello". For example, a = hello would not work, and it would try to set it to the variable hello. hello world, this article, gday mate, etc). String (not interchangeable) - A text field (ex.Variables are also flexible in Thyme, so if A is an integer and you try to set it to a string, A will convert into a string. It uses implicit declaration for variables, meaning that it automatically assigns a type to the variable. It should alternate between Yellow and Green!Ĭhapter 2 - Modifiers - Data Types Let's make an object that, when clicked, alternates between yellow and green. So, inside of onCollide, put the following script in:Īnd now throw this object at some other objects! It's commonly thought that liquifying another object with onCollide is Algodoo's version of Hello World. Now that you know a little bit more about Thyme, how about we create a Hello World in algodoo? OnSpawn - Executed when an object is created. OnDie - Executed when an object dies or is deleted. OnClick - Executed when an object is clicked. E arguments contain "keycode" and "character". OnKey - Buggy, but is triggered when a key is pressed.
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Update - Like postStep, but it also runs when the simulation is paused. I am unaware of the E argument for postStep. PostStep - One of the few universal events. Annoyingly, the E argument contains "geom" rather than other, however e.geom behaves the exact same. OnLaserHit - Triggered when a laser hits an object. E argument contains "laser", which allows modification of the laser. OnHitByLaser - Triggered when an object is hit by a laser. E argument contains "other", which allows modification of the event object. OnCollide - Triggered when an object collides with this object. This page will go over most/all of the events in an object. create variables, test functions/code, etc). This is because it allows you to modify an object (ex. We will refer to this mini console as the modifier. It is a little bit more limited than the big console, however. This means this object contains multiple variables/functions inside of it.Īt the top of the Script Menu in Objects is a miniature version of the Console. For example, if you use /app.wa, it will show up with settings relating to Water.Įvery object in Algodoo is known as a class object. One neat, partially documented feature of the Console is the ability to search up built-in functions. You can also modify advanced Algodoo settings. When you run a function in the Console, it will return the output of the function. While it's not particularly useful, it's useful for setting settings for a scene, modifying advanced Algodoo options (we'll get to that later), and testing functions.

To open the Console, use the ` (tilde) key. The most simple way to use it is the console.
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Remember that all lessons in the lesson library are split into three different sections: 1 – General info table about the lesson, 2 – attached scenes to download and run, and 3 – a step-by step description on how to perform the lesson within Algodoo. Get familiar with the lesson layout and structure. Search words: Force, friction, energy, optics, etc.

Try searching for lessons with the quick search.Example: Language – English, Target – Key stage 3, Category – Demonstration, Discipline – Static forces.All lessons that match your preferences will then be listed. Start by entering the browsing table and look for lessons by selecting your “Language”, “Target group”, “Lesson category” and “Teaching discipline”.

You can search among all Algodoo lessons using the search table or by using the search tab in the upper right corner.
