Game Design Part 2

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