Event Editor

The Event Editor connects player interactions to game actions. Every interactive element in your game — a hotspot you click, a door you walk through, a key you press — is wired up here.


Concepts

An Event has two parts:

Part Description
Trigger What the player does to fire this event
Actions What happens when the event fires (one or more, in order)

Events are attached to a specific object in a specific scene.


Creating an Event

  1. Open the Event Editor from the sidebar.
  2. Click + Add Event.
  3. Choose the Scene and Object this event is attached to.
  4. Choose a Trigger type (see below).
  5. Add one or more Actions (see below).
  6. Toggle Enabled on/off to activate or disable the event without deleting it.

Trigger Types

Trigger When it fires
click Player clicks or taps the object
hover Player moves the cursor over the object
enter Player character walks into the object’s bounding box
exit Player character walks out of the object’s bounding box
keypress A specific keyboard key is pressed (value = key code)

Action Types

Actions execute in the order they appear. Each action can have an optional delay (in milliseconds) before it runs.

Transition to another scene.

  • Value: Scene ID (pick from the dropdown)

play_sound

Play an audio asset.


show_dialog

Display a text overlay at the bottom of the screen.

  • Value: The text to display

set_variable

Set an arbitrary game state variable.

  • Value: variableName=variableValue (e.g., door_open=true)

Variables can be checked in Goal conditions and referenced in Cinematics.


show_object

Make a hidden scene object visible.

  • Value: Object ID

hide_object

Hide a visible scene object.

  • Value: Object ID

play_animation

Start playing a sprite animation on an object.

  • Value: Object ID

stop_animation

Stop a playing animation and return to the first frame.

  • Value: Object ID

play_cinematic

Trigger a Cinematic sequence.

  • Value: Cinematic ID

Action Delays

Each action has an optional Delay (ms) field. This delays the start of that specific action, counting from when the trigger fires. Use delays to stagger a sequence — for example:

  1. show_dialog “The door creaks open…” — delay 0
  2. show_object door-open-sprite — delay 1500
  3. play_sound door-creak — delay 1500
  4. navigate_scene inside-house — delay 3000

Tips

  • A single object can have multiple events (e.g., a hover event to change the cursor and a click event to trigger dialogue).
  • Use set_variable + Goal conditions to track player progress without writing any code.
  • Disable an event (toggle off) to temporarily deactivate it without losing its configuration — useful for events that should only fire after a goal is completed.

CAPAB — Click and Point Adventure Builder

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