Programming Icons

This article is for icons used on any block. If you are looking for programming icons on specific action blocks, see Action Icons
Actions are bits of simple code that can be added to a Block's Action Panel to affect its behavior. Everything to the left of the "Does" arrow acts as an input, while everything to the right is the output.
==Actions ==
For more information, see Action Icons.
Special commands used by various Action Blocks to create some movement or force. For example, only a Wheel will have the "turn left" icon.
==User Inputs==
Blue inputs that can be used to define how the player directly controls/interacts with the game.
===Buttons===
Action inputs that let the player press an on-screen key (mobile only) or press a keyboard key (desktop only) to activate that command line. 
L = Shift
R = Space
Up = I
Down = K
Left = J
Right = L
===Mover===
For more information, see Mover.
Allows the player to use a joystick to set an input; on desktop, the joystick is controlled with W A S D on desktop.
If the block selected is a Blockster, Ball, or Leg Piece, a full 360-degree Mover icon can be added to the output, letting the player directly control its movement. 
===Tilt===
== World Inputs ==
Yellow input panels that determine a wide range of inputs based on how the block interacts with the world.
==== Tap ====
Activates in a pulse when any part of the model is tapped/clicked. Selecting the icon toggles it to only activate if the programmed block is tapped. Very useful for creating togglable switches and buttons.
==== Hold ====
Activates continuously for as long as any part of the model is being touched/clicked. Selecting the icon toggles it to only activate if the programmed block is held.
==== Hit Block ====
Activates in a pulse when any part of the model is touching another block. If allowed to rest, it will stop outputting, even if it is laying on top of the block triggering it. Selecting the icon toggles it to only detect blocks hitting the programmed block.
==== Hit Surface ====
Acts as both Hit Land and Hit Block, detecting when the model collides with anything. Selecting the icon toggles it to only detect collisions through the programmed block.
==== In Water ====
Activates continuously when any part of the model touches water. Selecting the icon toggles it to only detect when the programmed block is in water.
==== Hit Land ====
Activates in a pulse when any part of the model touches the world terrain. Selecting the icon toggles it to only detect land hitting the programmed block.
==== Hit Fire ====
Activates in a pulse when any part of the model touches fire. Selecting the icon toggles it to only detect land hitting the programmed block.
==== Hit Water ====
Activates in a pulse when any part of the model touches water, not to be confused with In Water. Selecting the icon toggles it to only detect land hitting the programmed block.
==== Hit Gas ====
Activates in a pulse when any part of the model touches gas. Selecting the icon toggles it to only detect land hitting the programmed block.
==== Hit Laser ====
Detects when any part of the model is hit by a Laser. Selecting the icon toggles it to only detect lasers hitting the programmed block.
==== Hit Arrow ====
Detects when any part of the model is hit by an Arrow; these arrows spawning from crossbow-based and bow-based projectile weapons in the gear tab. Selecting the icon toggles it to only detect arrows hitting the programmed block.
==== Attacked ====
==== Teleported ====
==== Blocking ====
==== Attacking ====
==== On Play ====
Activates once, the instant the world starts or resets. Useful to set an initial state that you wish to change later (for example, making a block start frozen, but unfreezes later).
==== Slower ====
Activates when the block is moving slower than the configured speed. Most useful when applied to Blocksters, Balls or in Vehicle construction.
=== Faster ===
Activates when the block is moving faster than the configured speed. Most useful when applied to Blocksters, Balls or in Vehicle construction.
Because of the way Faster works, creating a column of Fasters at increasing speeds can be used with the Counter to make a basic speedometer.
== Outputs ==
Orange icons that can be used to change how that object behaves. Almost all of these actions can also be set as inputs to test if that block is being affected by that action.
=== General Output ===
====Invincible====
Makes any model immune to explosions; they don't break apart when hit by one.
====Freeze====
Freezing causes the selected block and all attached blocks to permanently stay in place unless unfrozen or exploded. Action blocks able to move or rotate on an unaffected block can still move if not affected with the freeze command.
==== Unfreeze ====
The inverse of Freeze, unfreezing the block when activated. It only works if the block is already frozen.
====Chip Off====
This chips off part of a model in a spherical radius; all blocks with code will continue to function. Tapping the icon visualizes its area of effect, and lets you adjust the the red zone. The bigger the red zone, the more blocks are affected. 
====Smash====
This action acts like the old Explode action. It breaks the model apart, but not any nearby. Certain commands may be cancelled out if the Smash command is used, such as Freeze.
====Explode====
Exploding an object causes it and all attached blocks to violently separate. The block with the Explode command is destroyed, but all attached It breaks but blocks are still affected by icons set to affect all attached blocks. It breaks blocks without the "Invincible" action in them nearby the red area when you are editing the parameters.
When set as an input, it will only briefly count as true during the explosion.
==== Detach ====
Similar to the Chip Off command, Detach will make the affected block detach from the rest of the model. If the affected block is the main connection point for a larger model, the two parts will seperate into their own block chunks.
====Mute====
This causes all noises made by the selected block and all attached blocks not to function.
====Appear ====
Appearing causes any blocks hidden by the Hide command to reappear. Tapping the icon lets it selected block to disappear from existence and come back. By default it makes all connected blocks appear too, though tapping/clicking the icon can toggle it to only affect that block. 
==== Hide ====
Causes the block to disappear from existence. In this state, the block will freeze in its exact position until it is made to reappear. By default it makes all connected blocks appear too, though tapping/clicking the icon can toggle it to only affect that block. If there are non-affected blocks in its area
====Speak ====
For more information, see Speak
Creates a speech bubble to make that block say something. Only saying "Hello!" by default, you can tap the icon to write your own text. 
Speech bubbles will disappear automatically after a few seconds, though adding a button prevents it from disappearing until it is pressed. To add a button, just add [] to the text you want. Ex: [Continue] will add a button with the text "Continue". 
There are many other things that can be done with Speak, including displaying the player's name, displaying a variable, activating a signal or restarting the world. You can also use syntax to change the font style (making text bold or italic) as well as the color and size. The main page has more information.
==== Sparkle ====
Creates a sparkle around your block. This output can change colours of the sparkle.
==== Wind Lines ====
==== Collect ====
==== Glue ====
==== Model Glue ====
==== No Glue ====
==== Allow Glue ====
==== Release ====
=== Physics ===
Orange outputs that change the block's physical properties.
==== Mass ====
Sets the block's mass (max 100), making it heavier. A block's default mass is 0. It doesn't make blocks fall faster, nor can it make a block have zero gravity.
==== Friction ====
Sets the block's friction; lower friction allows the block to slide further across a surface. A friction of 0 allows a block to travel very far without stopping. 
==== Bounce ====
Allows your blocks to bounce the ground.
==== Buoyancy ====
Allows your blocks to float on water.
==== Phantom ====
Allows other blocks to pass through the Phantom block. Only affects block collisions; the block can still be seen, is still affected by gravity, collides with the world and blocks lasers. A neat feature of phantom is that it makes the blocks coded with phantom invisible while wearing the night vision goggles in first person.
==== Solid ====
Reverses the Phantom effect; also prevents Phantom blocks from passing through them.
=== VR ===
==== VR Goggles ====
==== VR Focus ====
==== VR Look At ====
== Finish ==
==== Win ====
A command that automatically moves to the end of the Action Panel, and causes a Win sequence for the player. When activated a "Win" Sound Effect will play and a stationary text box will appear at the center of the screen. The text box shows the message "You Win!" as standard, but can be customized to show any message. The boxes for [Restart] and [Exit] are standard on the text box and cannot be removed. When playing your own world, [Exit] will put the player in Build mode.
==== Lose ====
A command that automatically moves to the end of the Action Panel, and causes a Lose sequence for the player. When activated a "Lose" Sound Effect will play and a stationary text box will appear at the center of the screen. The text box shows the message "Please Try Again!" as standard, but can be customized to show any message. The box for [Restart] is standard on the text box and cannot be removed.
==== Finish ====
A command that automatically moves to the end of the Action Panel, and causes an End sequence for the player. When activated a "Win" Sound Effect will play and a stationary text box will appear at the center of the screen. The text box shows the message "The End" as standard, but can be customized to show any message. The boxes for [Restart] and [Exit] are standard on the text box and cannot be removed. When playing your own world, [Exit] will put the player in Build mode. It is fundamentally the same as Win, but for cinematic worlds.
== I/O ==
Green commands that can be used to set delays, prevent commands from activating or to transmit and receive binary signals.
===Suppressors ===
====Wait ====
The "wait" icon delays the next output in the row. By default it will only add a half-second delay, though tapping the icon will cycle between configuring hundredths of a second ("Sec/100"), seconds and minutes, letting you create extremely accurate delays. 
They can be very helpful when you are making models that need synchronization or if you are using colors. (i.e. if you are building a biped robot it will need to lift a leg and then place it on the ground and then move the other leg. For that you can't just put all the action of the motors on your program, because it will just do all the actions at once. So all the action which used the same amount of time, needs to be synchronized. You now just have to put some "wait" blocks.
It's also very helpful if you are cycling through colors in your programming because it can control the speed between each color change. 
==== Random Wait ====
Identical to the Wait command; however, the default time is now one second, and determines the maximum delay. Random Wait will end a random amount of time before the maximum delay.
==== Shut Off ====
The “shut off” icon is a command that can be use to deactivate the actions in any ways.
==== Sleep ====
=== Signals ===
==== Standard Signals ====
Standard signals function as either a command that can start a chain of programming from the beginning of the Does arrow, or a signal that is activated when put in a command, in which it will activate all signals that match. Standard signals can be tapped to be specific to a single model with Model Signals, and will not interact with Global signals. The Signal A icon will appear in the action tab, and once placed in a command the Signal B icon will appear, and so on and so forth. These signals are limited to those marked A through I.
==== Custom Signals ====
Functioning exactly the same as Standard Signals, Custom Signals can activate certain lines of commands. The main difference being that the icon can be labelled with any 1 to 9 character long name, but is limited to what can fit in the icon. For instance, the name "123456789" will fit in the icon, but "123456789012" will not. Certain characters like "i" or "." have a smaller size, and are able to go beyond 9 characters long.
=== Loot ===
Loot are a type of programming icon obtained in the Game Blocks set. These are mainly used to create games that have interactable items such as coins, hearts, and keys.
==== Is Loot ====
A command that causes block(s) to float in a single spot, and spin slowly in that position. When collected, a single point will be added to the game block's counter. It should be noted that a blockster or legged-creature can collect it, but certain Collect inputs are required for certain blocks can collect it. Once the block has been collected, it will disappear. The object will act as if it had the Phantom command until collected by the right object. If the block has the Freeze command, it will not move, but still be collectable.
==== Is Pickup ====
A command that causes block(s) to float in a single spot, and spin slowly in that position. When collected, no point will be added to the game counter. It should be noted that a blockster or legged-creature can collect it, but certain Collect inputs are required for certain blocks can collect it. Once the block has been collected, it will disappear.
==== Redeploy ====
After a Loot or Pickup object has disappeared, the Redeploy command can cause that object to reappear for collection again. This command will not work on objects that aren't given the Is Loot or Is Pickup command.
==Tags==
See Tags
=== Tags ===
Pink commands that give that block a Tag.
=== Tag Inputs ===
* Explode
* Hit Block
* Sight Line
* Broken Sight Line
* Close To
* Beyond
* Within
=== Tag Loot ===
* Collect
* Is Loot
* Is Pickup
== Miscellaneous ==
The following lists icons that can be placed in the Action Panel. 
=== Colors ===
Colors can be used as both an inputs - activating when the block is that color - and outputs - when activated, the block is set to that color. This makes them incredibly useful for storing information internally within a block, create complex togglable systems or to chain multiple separate command lines together.
=== Textures ===
Textures are useful for the exact same reasons as Colors; by using both as their own sets of conditions, a block can store two completely independent sets of values. Face textures are very useful for Blocksters, as they will always replace the existing face.
===Sounds===
You can earn sounds via packs, allowing objects to make noise. However, like a block, color, or texture, they are limited by amount. Some objects and programming icons already make noise. Normal Blocksters will yell when jumping and reply with "ow" when exploded, while appearing and hiding causes "blooping" sounds. Blocksters can also make very high pitched noises when a rocket's speed is struck to x499.
== Trivia ==
* The Wait icon wasn't always configurable, and instead had to be chained together to form longer delays.
* The maximum delay of a Wait command is 99:59:98, which is is equal to 1 hour, 39 minutes, 59 seconds and 980 miliseconds, and just under 100 minutes.
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