Chapter 1 Vocab

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Across
  1. 2. an object that cannot receive programming.
  2. 4. Allow the user to give information to the computer.
  3. 6. The process of matching the footsteps to the translation motion of the object
  4. 8. a list of computer commands.
  5. 10. The collection of words and symbols.
  6. 15. a visual effect placed between the frames to gradually move to the next frame.
  7. 19. uses an accelerometer to sense how quickly you move the device and at what angle it is being held.
  8. 21. the person who creates images and graphics used in a game.
  9. 23. a series of images, or frames, with slight differences that are played in sequence to create the illusion of movement.
  10. 24. How the player (user) connects to (interfaces with) the game.
  11. 26. a programmable container that can have an interaction or event.
  12. 28. Game design software that aids in computer-programming.
  13. 31. describes what must exist or become true.
  14. 35. assigns programming to objects.
  15. 36. a person who is involved in the development of a video game.
Down
  1. 1. the process of inputting commands that a machine will execute.
  2. 3. describes what occurs when the condition is met.
  3. 5. A long sound file
  4. 7. an object that can receive programming.
  5. 9. When an executable is changed to make it compatible with a different device.
  6. 11. a single action-reaction relationship for the game.
  7. 12. breaks down the pseudocode logic statement into condition events and action events.
  8. 13. Allow the computer to give you information.
  9. 14. a video screen that senses pressure or electrical resistance from your finger to activate commands.
  10. 16. Not animated objects.
  11. 17. the smallest picture elements displayed on a video screen.
  12. 18. an exact copy of an object, but its properties are not linked to the original.
  13. 20. a program file that a computer can read and run.
  14. 22. A short sound file
  15. 25. where you place game objects to create a scene.
  16. 27. not actual programming code, rather it is based on English and used to record the programming logic.
  17. 29. a repeating of an animation or sound when it reaches the end.
  18. 30. a 2D image used in a game.
  19. 32. Movement of an object.
  20. 33. The process of changing computer codes, scripts, and other programming into a file that can run on a specific type of device
  21. 34. an exact copy that inherits all the properties of the original object.