Across
- 8. Checks if the mouse button specified is pressed
- 9. Finding and fixing problems in an algorithm or program
- 11. in programming, an expression that evaluates to True or False
- 12. the way that sprites' properties are used in Game Lab, by connecting the sprite and property with a dot
- 13. An algorithm that has been coded into something that can be run by a machine
- 14. A character on the screen with properties that describe its location, movement, and look
- 17. text onto the display positioned at x and y
- 19. The x position of the center of the sprite
- 20. Sets the image or animation for the sprite
- 21. Draws a rectangle onto the display positioned at x and y with sides length w(idth) and h(eight)
Down
- 1. Additional information provided as input to a block to customize its functionality
- 2. The y position of the center of the sprite
- 3. Statements that only run when certain conditions are true
- 4. Sets the color used to draw lines, points and outline shapes
- 5. Checks if the key specified is pressed
- 6. Part of a program that does not work correctly
- 7. A named bit of programming instructions
- 10. Sets the color used to fill shapes
- 15. Draws an ellipse onto the display centered at x and y and inscribed in a rectangle with sides length w(idth) and h(eight)
- 16. A label for a piece of information used in a program
- 18. The debug state of the sprite, true or false
