2D Game Design and Development
Across
- 1. The event that occurs when two or more game objects overlap or make contact with each other
- 8. A sequence of sprite frames played in order to give the illusion of movement
- 9. A named storage location in memory that holds a value which can change during program execution
- 11. A data type that stores a sequence of characters, used for player names, dialogue, and UI text
- 14. A grid of small, reusable image tiles arranged to build game levels and environments
- 15. An invisible shape attached to a game object that defines the area used to detect collisions with other objects
Down
- 2. A 2D image or animation frame used to visually represent a game object such as a character, enemy, or item
- 3. A data type that stores numbers with decimal points, used for precise values like position coordinates or movement speed
- 4. A data type that holds only one of two values — true or false — often used for flags like isJumping or isAlive
- 5. Type A classification that specifies what kind of value a variable can hold, such as numbers, text, or true/false values
- 6. A file containing code that defines the behaviour and logic of a game object or system, such as controlling player movement or enemy AI
- 7. Loop The continuous cycle a game runs through — processing input, updating game state, and rendering — that keeps the game running
- 10. A pair of X (horizontal) and Y (vertical) values used to define the position of an object in 2D space
- 11. The set of rules that define how code must be written for a programming language to understand it
- 12. A whole number data type with no decimal point, commonly used for scores, lives, and tile indices
- 13. A level of depth in a 2D scene that controls the drawing order of objects, determining what appears in front or behind