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Terminology
The smallest unit of time.
The frame rate is fixed at 60 FPS (frames per second).
Any object that moves on the screen (e.g. bullet, enemy).
Unit of program execution flow that can be run in parallel for each actor.
General term for bearing, direction and any other angular values.
Angles are specified by degrees (360 for a full rotation), north-based (0 for 12 o'clock) and clockwise.
The position of an actor.
Can be either absolute or relative (if any origin point is provided).
The length-component of position.
The angle-component of position.
The displacement (change of position) of an actor per frame.
The length-component of velocity.
The angle-component of velocity.
If actor A fires another actor B, the initial position of actor B is determined by the shot position of actor A (relative from the absolute position of actor A).
Shot position is independent of each thread. Any change in shot position made within one thread does not affect any other thread.
The length-component of shot position.
The angle-component of shot position.
If actor A fires another actor B, the initial velocity of actor B is determined by the shot velocity of actor A.
Shot velocity is independent of each thread. Any change in shot velocity made within one thread does not affect any other thread.
The length-component of shot velocity.
The angle-component of shot velocity.
Any code for defining bullet patterns, written in Haxe with Firedancer.
Abstract structure tree that defines any bullet pattern.
Most of the top-level functions of Firedancer (see below) are used for generating any Ast
object.
Code written in an intermediate language of Firedancer, compiled from any script.
Collection of assembly code.
A single bytecode that is assembled from any assembly code.
Can be associated with any actor and executed on Firedancer VM so that it updates the position and other properties of that actor.
Collection of programs.