Coding

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Across
  1. 1. – A storage area in Scratch used to copy things between projects.
  2. 5. – A block used to use data, compare values, or do math.
  3. 8. – A coding error that makes a program behave in an unexpected way.
  4. 9. – The actions a player can do in a game, like jumping or collecting.
  5. 13. – The X and Y numbers used to pinpoint locations on the stage.
  6. 15. – A copy or duplicate of a sprite generated by the code.
  7. 17. – A character or object on the stage that can move and change.
  8. 18. – To start or run a program.
  9. 19. – The background picture behind the sprites on the stage.
  10. 21. – An expression or statement that is either true or false.
  11. 22. – Data produced by a program and viewed by the user.
  12. 23. – Changing pictures quickly to create the illusion of movement.
  13. 24. – A specific category or type of computer game.
Down
  1. 2. – A set of step-by-step instructions that perform a task.
  2. 3. – The visual picture or look a sprite shows on the stage.
  3. 4. – The screenlike area where projects run and the action takes place.
  4. 6. – A place to store data that can change, such as a score.
  5. 7. – Data entered into a computer via keyboards, mice, or microphones.
  6. 10. – A stack of instruction blocks that tell a sprite what to do.
  7. 11. – A part of a program that repeats itself endlessly or a set number of times.
  8. 12. – An individual instruction used to build a script.
  9. 14. – Moving everything on the screen together in the same direction.
  10. 16. – The process of looking for and correcting errors in a program.
  11. 17. – The programming language used throughout the book.
  12. 20. – Detection that determines when two objects in a game are touching.