Across
- 5. The actions or verbs used in syntax; sub routines.
- 6. A subroutine or variable that does not have the persistence outside of the module in which it was declared.
- 9. Programming for when a condition is met that a series of actions will occur.
- 12. A series of letters, numbers, or punctuation.
- 13. Programming that directs the computer to check or listen for a mouse click, keypress, or any other input from the user.
- 14. In relation to the position of an object.
- 15. A binary language that consists of only two characters, 0 and 1.
- 16. Something that continues to exist after the event that caused it has ended.
- 18. Where game objects preloaded into the Game Factory 2 are stored.
- 19. Logic statements not written in computer code.
- 20. How many iterations that occur per second.
- 21. Words and symbols and their argument.
Down
- 1. A physics term that means direction.
- 2. A single run through a programming loop.
- 3. The syntax and logic structure of programming language.
- 4. Separate units of programming that perform one function and contain all the information needed to execute the function.
- 7. The predetermined order of steps the computer program will follow.
- 8. Small information storage containers.
- 10. How one object behaves in relation to the objects around it.
- 11. Attributes assigned to an object, such as visibility, interactivity, and movement.
- 17. Definition sub routines that are defined by their attributes and properties.
