What a rule is

Every rule has two halves, When and Do, and NutHouse checks them all sixty times a second.

Chocobreak โ€” NutHouse
The Events tab showing a grid of rules, one row each, with a column for every object
Each row is one rule. Each column is one thing in the level.

When this happens, do that

A rule (NutHouse also calls it an event) is a sentence with two halves. The When half is a test. The Do half is a list of actions. If the test is true, the actions happen.

WhenBall collides with Brick
DoDestroy BrickBounce Ball

Objects do nothing clever on their own. A ball flies in a straight line and goes straight through a brick. The rule above is what makes the brick smash and the ball bounce.

How NutHouse reads your rules

While a level plays, NutHouse reads your rules from the top row to the bottom row. Then it does it again. It does this about sixty times a second, so it feels instant.

Each time, NutHouse looks at the When half of a rule. If every condition in it is true, the Do half runs. If not, NutHouse skips to the next row.

Two kinds of condition look different in the grid:

Red chipsMoments, like Collides with another object or Upon pressing a key. They are true once, at the instant the thing happens.
Normal chipsStates, like Compare the number of lives or Repeat while a key is pressed. They are checked every time, and stay true as long as the thing is true.

That difference matters a lot. Read Red rules happen once before you write many rules.

Where rules live

Rules belong to a level. Open the Events tab (โŒ˜3) to see the rules for the level you are editing. Each level has its own list. If you want one set of rules in every level, put them in a group and tick Works in every level.

Still stuck?

Try the Chocobreak tutorial, open a sample game and read its rules, or look at the questions people ask.