Logic

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Logic (WIP, HIRING)

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Wubby Logic is the second-most important thing in your wubby worlds, They can do mostly anything such as:

  • Changing block colors
  • Moving blocks / platforms
  • Custom NPC movement

Here are some useful links for wiring:
Easings.net | Contains most easing types with directions.

Input

Notice!

Using a parallel wiring block helps reduce the chances of these blocks not firing correctly.

Input parts are blocks that cannot be connected to in wiring, only connect to. The Input tab is clearly separated from the Special tab, as the line between them is thicker.

These are blocks that are used to power wiring systems. They do not receive wiring inputs, and can only output.

This block is triggered when another block touches it.
Output: The part that touched it.
Configurations:

  • Activation Time: How long it activates for. Default is 1.
  • Anchor Type: Decides what blocks get detected. Default is NonAnchored.
  • Color To Filter: When filter color is true, only blocks with this color will trigger it. Default is pearl.
  • Filter Color: Whether if this block will only trigger when a block with the specified color touches it. Default is false.
  • Use Activation Time: If set to true, the block will stop outputting when (Activation Time) passed, if set to false, it will stop outputting when the block stops touching it. Default is true.

This block is triggered when a player clicks it.
Output: The player that clicked it.
Configurations:

  • Activation Time: How long it activates for. Default is 1
  • Max Distance: How far you can click this block. Default is 32.
  • Toggleable: Whether if this block acts like a switch. Default is true.
Notice!

This block is Admin+.


This block is triggered every time the server calculates the physics for 1 frame and outputs.

Outputs: DeltaTime which is how much it took to calculate the last frame.

This block is triggered when a player's character state changes.
Output: The player whom character state changed.
Configurations:

  • Activation Time: How long it activates for. Default is 1
  • State: Which state the block will detect. Default is Landed.
  • Use Activation Time: If set to true, the block will stop outputting when (Activation Time) passed, if set to false, it will stop outputting when the block stops touching it. Default is true.

This block is triggered when a player presses/releases the selected Key.
Outputs: The player that pressed the selected Key.
Configurations:

  • Activation Time: How long it activates for. Default is 1
  • Input Detection Type: If it is set to InputStarted, the block will be triggered when someone STARTS pressing the key, if it is set to InputEnded, the block will be triggered when someone STOPS pressing the key. Default is InputStarted.
  • Key: The key which the player has to press/release to trigger the block. Default is LeftShift.
  • Mobile Button Enabled: Toggles mobile button. Default is true.
  • Mobile Button Position: The position of the mobile button. Default is "0.5, 0.1".
  • Mobile Button Text: The text that appears in the mobile button. Default is the selected Key.
  • Use Activation Time: If set to true, the block will stop outputting when (Activation Time) passed, if set to false, it will stop outputting when the block stops touching it. Default is true.

Logic

These are blocks that allow a player with build permissions to add extra functionality to their world, these examples include:

  • Shift to sprint
  • E to activate ability

and etc.

Notice!

An input is where the gate recieves a signal from a wire connected to it. An output is where the gate sends a signal to a wire connected from it.

"true" = active signal

"false" = inactive signal

This is known as a bool