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Glossary

Terms used in this manual and in the app, scoped to what’s in the 0.3.0 demo.

Term Meaning
Action A behavior node that plays a sprite animation for a duration. In this demo: Idle and Walk.
Asset See Sprite. A named animation belonging to a pet or object.
Behavior graph The visual node program that defines what a pet does. Runs from Start, through your nodes, and loops at End.
Bundle A shareable file holding one custom pet (.spe) or object (.speo). Export from the editor; add with the Library’s Import.
Card A pet or object tile in the Library grid.
Context menu The right-click menu on a live pet or object: hide it, bring to front / send to back, and (objects) reset position.
Custom Pets/objects you create or clone, including copies made from a Default. Editable and deletable.
Debug (preview) Running your graph inside the editor to watch it animate, with the active node highlighted. Not a separate window.
Default The read-only pets and objects that ship with the app. Cannot be edited or deleted, but can be cloned into a Custom copy.
Collab Pets and objects made by guest artists, shipped with the app. Read-only like a Default, and additionally cannot be cloned or exported.
Drag Picking a pet or object up with the mouse to move it. Always on in this demo (except in Focus Mode); becomes a node behavior in Early Access.
Duration How long an action runs: a random value between a Min and Max, set in seconds (Time mode) or whole loops (Loops mode).
Emit Hearts An effect node that pops floating hearts above the pet, then passes the flow straight on. Fields: heart style and an optional custom image.
Fall A dropped pet descending under gravity until it lands. Always-on in this demo (not a node); becomes a node behavior in Early Access.
Focus Mode Makes pets/objects click-through so clicks pass behind them. On macOS they fade on hover; on Windows they hide. Disables dragging.
FPS Frames per second: how fast a sprite animation plays. Default 4; adjustable per sprite and per node.
Frame One still image in an animation.
Hide All Pets A master toggle (on the tray menu and in Settings → General) that hides every live pet/object at once without turning them off.
Layer (Back/Front) Whether a live item draws in front of or behind other live items of the same type.
Library The main window: browse, toggle, and manage pets and objects.
Live An item currently spawned on your desktop. Shown by a green badge on its card.
Node A single unit in a behavior graph. This demo has seven: Start, End, Idle, Walk, Random, On Click, Emit Hearts.
Object (prop) Static/animated scenery (bed, plant, campfire). Has animation states and layers, but no behavior graph.
On Click An event node: a detached entry point that fires when you click the pet, runs its chain, then returns to the main graph. One per graph.
Port A connection point on a node, either In (left) or Out (right), that you wire together.
Random A logic node that picks one of its connected outputs (weighted) to continue down.
Scale A multiplier for an item’s on-screen size, from 0.1× to 20×.
Slicer The tool that cuts a sprite-sheet image into individual frames.
Snap to grid An editor option that aligns nodes to the background grid as you drag.
Sprite A named animation (a sequence of frames) that a pet or object can play.
Sprite sheet One image holding many frames in a grid; sliced into frames by the Slicer.
State (object) A named animation for an object (e.g. “on” / “off”), built from layers.
Start / End The lifecycle nodes: Start is where a graph begins; reaching End loops back to Start.
Template A ready-made behavior graph you can drop into a new pet as a quick start. The demo ships four.
Tray The menu-bar (macOS) or notification-area (Windows) icon where the app lives and is controlled.