Across
- 1. – A storage area in Scratch used to copy things between projects.
- 5. – A block used to use data, compare values, or do math.
- 8. – A coding error that makes a program behave in an unexpected way.
- 9. – The actions a player can do in a game, like jumping or collecting.
- 13. – The X and Y numbers used to pinpoint locations on the stage.
- 15. – A copy or duplicate of a sprite generated by the code.
- 17. – A character or object on the stage that can move and change.
- 18. – To start or run a program.
- 19. – The background picture behind the sprites on the stage.
- 21. – An expression or statement that is either true or false.
- 22. – Data produced by a program and viewed by the user.
- 23. – Changing pictures quickly to create the illusion of movement.
- 24. – A specific category or type of computer game.
Down
- 2. – A set of step-by-step instructions that perform a task.
- 3. – The visual picture or look a sprite shows on the stage.
- 4. – The screenlike area where projects run and the action takes place.
- 6. – A place to store data that can change, such as a score.
- 7. – Data entered into a computer via keyboards, mice, or microphones.
- 10. – A stack of instruction blocks that tell a sprite what to do.
- 11. – A part of a program that repeats itself endlessly or a set number of times.
- 12. – An individual instruction used to build a script.
- 14. – Moving everything on the screen together in the same direction.
- 16. – The process of looking for and correcting errors in a program.
- 17. – The programming language used throughout the book.
- 20. – Detection that determines when two objects in a game are touching.
