Jeremy siedlak
Across
- 2. is not actual programming code, rather it is based on English and used to record the programming logic.
- 4. or sync for short. Without proper sync, a character might be running in place or dragging its feet.
- 6. is a programmable container that can have an interaction or event. The object can also receive a sprite.
- 9. screen is a video screen that senses pressure or electrical resistance from your finger to activate commands. T
- 11. engine, makes the job of computer programming much easier. Clickteam Fusion 2.5 is game-engine software is object-oriented software.
- 12. object cannot receive programming.
- 14. object can receive programming.
- 17. This may be as long as a complete song
- 18. When a computer compiles, it takes the script the programmer wrote and rewrites it as an executable file.
- 20. logic statement. Almost all game interactions follow the IF…THEN logic of an event. IF the ball object hits a wall object, THEN the ball object bounces.
- 22. programming (OOP) assigns programming to objects. An object is a container that has properties and methods (actions). In the example above, the brick object holds the programming for the destroy action.
- 23. A sample may be less than one second in duration.
- 24. are the smallest picture elements displayed on a video screen.
- 26. or coding, is the process of inputting commands that a machine will execute.
- 28. is a series of images, or frames, with slight differences that are played in sequence to create the illusion of movement.
- 29. uses an accelerometer to sense how quickly you move the device and at what angle it is being held.
Down
- 1. interfaces allow the computer to give you information.
- 3. or sync for short. Without proper sync, a character might be running in place or dragging its feet.
- 5. relationships in a computer program. They are the foundation of any computer program. Action-reaction relationships happen all around you in the real world.
- 7. 1-1. In this example, 15 frames are needed to make the character take two strides, one with the right foot and one with the left foot, before returning to the original standing position in frame 1
- 8. is an exact copy that inherits all the properties of the original object. For example, if you are creating a brick wall, you will create several instances of a brick object to construct the wall.
- 9. In Figure 1-1, the walking animation set for movement to the right is shown. When the object translates motion to the right, this animation set should be played.
- 10. interface (UI) is how the player (user) connects to (interfaces with) the game.
- 13. is a person who is involved in the development of a video game.
- 15. is an exact copy of an object, but its properties are not linked to the original.
- 16. interfaces allow the user to give information to the computer. When you press the keys on the keyboard, you are inputting letters and numbers into the computer.
- 19. is a repeating of an animation or sound when it reaches the end. By looping the animation, a character can take several steps even though only a single step is animated.
- 21. uses an accelerometer to sense how quickly you move the device and at what angle it is being held.
- 25. is the person who creates images and graphics used in a game. A two- dimensional (2D) scene uses two-dimensional graphics.
- 27. interfaces allow the computer to give you information. The computer monitor and speakers are the output interfaces on a personal computer. The monitor displays information for you to see.