Game Lab Unit 3, Lessons 18 - 24 Review
Across
- 2. A group of commands (blocks) that you give a name so that you can use it over and over.
- 4. This sprite property sets the velocity lost or gained during a collision or bounce.
- 6. This collision makes the sprite and the target bounce and change how they are moving when they touch each other.
- 11. This collision makes the sprite bounce of the target when they touch each other.
- 13. With sprite.veloctyY, a ________ number will move the sprite up.
- 15. This is the default "type" of collider.
- 18. _________ a function will run all the commands you put inside your function when you made it.
- 19. This collision makes the sprite push the target as long as they are touching each other.
- 20. This sprite property allows you to make changes to your sprite's collider
Down
- 1. A simplified representation of something more complex.
- 3. This is the default value of a sprite's bounciness.
- 5. The 4 types of collisions used in Game Lab are all abstractions for this block.
- 7. An invisible circle or rectangle around a sprite that will be used to detect collisions and overlapping with other sprites.
- 8. To slow down a sprite with a positive velocity, you need to _____ from the velocity inside the counter pattern.
- 9. With sprite.velocityX, a _______ number will move the sprite to the right.
- 10. You can use this sprite property outside of the draw loop to make a sprite rotate at a particular speed and in a particular direction.
- 12. To create a function, the first thing you have to do is ______ the function.
- 14. This block tells a sprite how fast to move in a particular direction.
- 16. To speed up a sprite with a positive velocity, you need to ____ to the velocity inside the counter pattern.
- 17. Using a positive number with rotationSpeed will make a sprite rotate in this direction.
- 18. This collision makes the sprite stop when it runs into the target.
- 19. Setting this sprite property to true will allow you to see the outline of your collider.