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