A positive X velocity propels the doodad to the right. A positive Y velocity
propels the doodad downward.
#### Self.GetVelocity() Velocity
**New in v0.9.0**
Returns the current velocity of the doodad.
Note: for playable characters, velocity is currently managed by the
game engine.
#### Self.SetMobile(bool)
Call `SetMobile(true)` if the doodad will move on its own.
@ -317,6 +324,12 @@ Self.SetGravity(true);
console.log(Self.HasGravity()); // true
```
#### Self.Hide(), Self.Show()
**New in v0.9.0**
Hide the current doodad to make it invisible and Show it again.
#### Self.SetInventory(bool)
Set whether this doodad has an inventory and can carry items. Doodads without
@ -578,6 +591,7 @@ their custom event names.
| Name | Data Type | Description |
|------|-----------|--------------|
| power | boolean | Communicates a "powered" (true) or "not powered" state, as in a Button to an Electric Door. |
| broadcast:ready | (none) | The level is ready and it is now safe for doodads to publish messages to others. |
| broadcast:state-change | boolean | An "ON/OFF" button was hit and all state blocks should flip. |
| broadcast:checkpoint | string | A checkpoint flag was reached. Value is the actor ID of the checkpoint flag. |
| sticky:down | boolean | A sticky button is pressed Down. If linked to other normal buttons, it tells them to press down as well. Sends a `false` when the Sticky Button itself pops back up. |