|Area<T extends CellGame,U extends SpaceState<T,U,?>>||
An Area is a pattern of SpaceObjects that can be generated and loaded by a SpaceState on demand.
An HUD (heads-up display) renders visuals in front of those of the Viewports or SpaceStates to which it is assigned.
A SpaceLayer renders visuals either in front of or behind those of the SpaceObjects in the SpaceStates to which it is assigned.
A CircleHitbox is a circular Hitbox with its origin at its center.
A CompositeHitbox is a Hitbox that is composed of other Hitboxes whose positions, flipped statuses, and angles of rotation are all relative to those of the CompositeHitbox itself.
A Hitbox is a region of space that can be checked for intersection with other regions.
A LineHitbox is a Hitbox shaped like a line segment, with one endpoint being its position and the other being the sum of its position and a vector called its difference.
A MobileObject is a SpaceObject that can simulate continuous movement through its SpaceState's space.
A PointHitbox is a Hitbox that consists only of the point that is its absolute position.
A PolygonHitbox is a polygonal Hitbox defined by a List of vertices.
A RectangleHitbox is a rectangular Hitbox with sides that remain orthogonal regardless of its angle of rotation.
A SpaceObject is a physical object in a SpaceState's space.
|SpaceState<T extends CellGame,U extends SpaceState<T,U,V>,V extends SpaceThinker<T,U,V>>||
A SpaceState is a type of GameState that handles gameplay in a continuous two-dimensional space.
|SpaceThinker<T extends CellGame,U extends SpaceState<T,U,V>,V extends SpaceThinker<T,U,V>>||
A SpaceThinker is the type of SubThinker that is used by SpaceStates.
|ThinkerObject<T extends CellGame,U extends SpaceState<T,U,V>,V extends SpaceThinker<T,U,V>>||
A ThinkerObject is a MobileObject that mimics a type of SpaceThinker by permanently assigning to itself a SpaceThinker of that type.
|Viewport<T extends CellGame,U extends SpaceState<T,U,?>>||
A Viewport represents a rectangular region of the screen through which the space of the SpaceState to which it is assigned can be viewed.
A CollisionResponse is a possible response that a MobileObject can have to colliding with a solid surface.
A DrawMode is a procedure by which a SpaceState determines the order in which to draw SpaceObjects with the same draw priority over one another.