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collider.jam

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Hand-crafted and fun to use game framework for jamming, creative coding, and rapid game development

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Collider.JAM Glossary ===================== * *mix* - a set of data that can contain mods, fixes, samples, patches and pub folders. * *mod* - represents a complete structure, that can be executed as a separate state or layer. * *fix* - a subtree that can be _fixed_ into a mod at particular fixing point. * *unit* - a part of mounted content; can be mod, fix or pub directory. * *sample* - a mod example you can mix in into your project; usually used to bootstrap the project. * *patch* - a snippet of functionality you can mix in into your project. --- * *dna* - a constructor of factory for actors, props and ghosts. * *lab* - * *prop* - a lab entity with draw() function, but no evo behaviour; can be a background or some static object. * *ghost* - a lab entity with evo(dt) function, but no visual representation; can be a gravity or collider. * *actor* - a lab entity with evo(dt) and draw() functions and usually some state (e.g. x, y, w, h). * *cue* - a conditional trigger. * *trap* - a function that traps particular events determined by it's name. --- * *gameloop* - main loop that handles events, makes scene evolution and draws all visible entities.