Video games Design
Across
- 2. describes what occurs when the condition is met.
- 4. uses an accelerometer to sense how quickly you move the device and at what angle it is being held.
- 6. Not every object in a game will be animated. In many cases, there is no reason for an object to be animated. Objects that are not animated are.
- 10. breaks down the pseudocode logic statement into condition events and action events.
- 11. allow the user to give information to the computer.
- 15. is a video screen that senses pressure or electrical resistance from your finger to activate commands.
- 17. A short sound file is typically referred to as a.
- 23. A long sound file is typically referred to as. This may be as long as a complete song.
- 24. describes what must exist or become true.
- 26. When a 2D image is used in a game, it is called a.
- 27. is a single action-reaction relationship for the game.
- 28. is an exact copy of an object, but its properties are not linked to the original.
- 29. is the person who creates images and graphics used in a game. A two- dimensional (2D) scene uses two-dimensional graphics.
- 30. object cannot receive programming. The background objects are used mainly to provide artistic design to the scene.
Down
- 1. is a visual effect placed between the frames to gradually move to the next frame. Programs such as PowerPoint also use transitions so the viewer is not faced with an abrupt change in the display.
- 3. allow the computer to give you information.
- 5. is the process of inputting commands that a machine will execute.
- 7. is a list of computer commands. There are many computer programming and scripting languages. The most common of these include C, C++, C#, Java, Python, and Ruby.
- 8. object can receive programming. Active objects are things like the player avatar, obstacles, and rewards.
- 9. are the smallest picture elements displayed on a video screen.
- 12. is where you place game objects to create a scene.
- 13. The process of changing computer codes, scripts, and other programming into a file that can run on a specific type of device is called.
- 14. is an exact copy that inherits all the properties of the original object.
- 16. Files tells the computer exactly what it is supposed to do in its own language.
- 18. When an executable is changed to make it compatible with a different device, it is called.
- 19. is a programmable container that can have an interaction or event. The object can also receive a sprite.
- 20. is a person who is involved in the development of a video game.
- 21. set is a series of images, or frames, with slight differences that are played in sequence to create the illusion of movement.
- 22. is a repeating of an animation or sound when it reaches the end.
- 25. is how the player (user) connects to (interfaces with) the game.