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