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.

## 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 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.

#### 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.

#### Unfreeze

The inverse of Freeze, unfreezing the block when activated. It only works if the block is already frozen, obviously.

#### 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.

#### Smash

This action acts like the old Explode action. It breaks the model apart, but not any nearby.

#### 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.

#### 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

Wind Lines

Collect

### 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.

#### 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.

#### Solid

Reverses the Phantom effect; also prevents Phantom blocks from passing through them.

## 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.

### Tags

Pink commands that give that block a Tag.

## 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.