๐๏ธ Analog stick
Analog stick is an interactive Behavior that causes the blueprint's actors to move around the screen in response to a virtual analog stick.
๐๏ธ Behavior
A Behavior is a component of a Blueprint which specifies how the blueprint's actors should behave. Common examples of behaviors include different types of physical movement, such as responding to Gravity, and interactive controls, such as dragging.
๐๏ธ Bounce
Bounce is a behavior that causes actors to bounce when colliding with solid actors.
๐๏ธ Drag
Drag is an interactive behavior which causes the blueprint's actors to be draggable when touched.
๐๏ธ Gravity
Gravity is a behavior which causes a blueprint's actors to fall. Specifically, it increases the downward velocity of an actor over time.
๐๏ธ Layout
Layout is a behavior that causes an actor to have a physical body with an x and y coordinate, rotation, and scale in card space.
๐๏ธ Motion
Motion is a Behavior that allows Actors to move through Card space.
๐๏ธ Music
Music is a Behavior that causes actors to play music during the gameplay of a Card. Music in Castle consists of samples, tones, microphone recordings, and other effects that are triggered in a sequence and pitched up and down to form melodies and rhythms.
๐๏ธ Slow down
Slow down is a behavior that causes actors with dynamic motion to passively slow down.
๐๏ธ Solid
Solid is a behavior that that determines whether the actor can overlap with other actors during a collision.
๐๏ธ Text
Text is a behavior that causes actors to display text. Actors displaying text are sometimes referred to as Text Actors.
๐๏ธ Tilt
Tilt is an interactive behavior which causes the blueprint's actors to move in response to tilting the device.