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Glossary

The project's main list of terms. The game's interface, these docs and every other text about Bullet Hero use these words, and a new term is added here first

Level content

TermMeaning
LevelEverything one playthrough is made of: objects, audio, events and its own resources
ObjectOne authored thing on the timeline, with its own lifetime, transform and parent
RectAn object that draws nothing: a transform, a lifetime and children. Every other type adds its own on top of it
ShapeReal geometry an object draws, not a picture. The game generates around 500 of them itself
ColliderWhat an object hits with. It may not match what the object draws
PrefabA reusable template of objects, placed into a level as many times as needed
Prefab ModeEditing a template's own content instead of the level around it
EffectA spawner: every frame it creates its own objects from a few parameters
Inframe ObjectAn object an effect spawned. The engine owns it: it cannot be selected or edited
ThemeA palette a level refers to by index: recolouring is one edit, not a hundred

Time and animation

TermMeaning
FrameThe unit of level time. A frame is a cell, and time is the boundary between two cells
KeyframeOne authored value at one frame. Between two keyframes the value is interpolated
TrackA row of keyframes of one animatable property: position, rotation, volume
TimelineThe frame axis the level is authored on: one tab for each kind of content
SpanWhen an object exists: a start frame and a length, but not an end frame
PlayheadThe frame being shown right now
EaseHow a value moves from the previous keyframe to this one
MarkerA named point on the level's ruler, for getting back to the right place
CheckpointWhere a death sends the player back to

Placement and drawing

TermMeaning
AnchorAn edge that follows the parent's edge: shrink the parent and the child moves with it
LayerDraw order, and it is relative: a child's layer is added to its parent's layer
PivotThe point an object rotates and scales about, in its own box
GizmoThe drag handles drawn on the selected object in the viewport
SnappingPulling a drag onto something: onto content under the magnet, onto the music under the beat toggle

Music

TermMeaning
BeatThe music's own grid: the author sets it, and nothing reads it during play
Beat SegmentOne stretch of constant tempo with its own tempo, phase and bar length
BPMBeats per minute - how fast a beat segment runs
TapOne press while you tap out the tempo. Enough of them describe a beat segment

Automation and data

TermMeaning
GeneratorAuthoring automation: it makes level content from a few parameters
ModifierA generator that edits or removes what already exists instead of adding
SeedThe number every random value in a level is derived from: a run replays exactly the same
Raw DataThe whole saved model as one editable tree. Nothing is checked here, and that is on purpose
AI AssistantAn AI client connected to the editor over MCP. It edits the open level while you watch, one undo step per batch

Resources and sharing

TermMeaning
LibraryResources on the device for reuse across levels: your library, your collections and the ones you subscribed to
CollectionA folder of reusable resources of up to seven kinds. Importing copies out of it, so the level does not depend on it
DifficultyHow hard a level is: one number the author sets and a moderator may overwrite. A player sees it as a tier, from Auto to Singularity