Game Design Part 2

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Across
  1. 2. the actions or verbs used in syntax;sub routines
  2. 4. a physics term that means direction
  3. 7. programming that directs the computer to check or listen for a mouse click, key press, or other input from the user
  4. 8. a subroutine or variable that does not have the persistence outside of the module in which it was declared
  5. 11. a single run through a programming loop
  6. 13. attributes assigned to an object, such as visibility, interactivity, and movement
  7. 14. the predetermined order of steps the computer program will follow
  8. 15. a binary language that consists of only two characters, 0 and 1
  9. 16. how many iterations occur per second
  10. 18. small information storage containers
  11. 19. where game objects preloaded into the Game Factory 2 are stored
Down
  1. 1. separate units of programming that perform one function and contain all the information needed to execute the function
  2. 3. programming for when a condition is met that a series of actions will begin
  3. 5. in relation to the position of an ofject
  4. 6. the syntax and logic structure of the programming language
  5. 9. how one object behaves in relation to the objects around it
  6. 10. words and symbols and their argument
  7. 12. logic statements not written in computer code that allow programmers to bread down program interactions into logical steps prior to converting the code into a computer language
  8. 17. a series of letters, numbers, or punctuation