Game Lab Unit 3, Lessons 18 - 24 Review

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Across
  1. 2. A group of commands (blocks) that you give a name so that you can use it over and over.
  2. 4. This sprite property sets the velocity lost or gained during a collision or bounce.
  3. 6. This collision makes the sprite and the target bounce and change how they are moving when they touch each other.
  4. 11. This collision makes the sprite bounce of the target when they touch each other.
  5. 13. With sprite.veloctyY, a ________ number will move the sprite up.
  6. 15. This is the default "type" of collider.
  7. 18. _________ a function will run all the commands you put inside your function when you made it.
  8. 19. This collision makes the sprite push the target as long as they are touching each other.
  9. 20. This sprite property allows you to make changes to your sprite's collider
Down
  1. 1. A simplified representation of something more complex.
  2. 3. This is the default value of a sprite's bounciness.
  3. 5. The 4 types of collisions used in Game Lab are all abstractions for this block.
  4. 7. An invisible circle or rectangle around a sprite that will be used to detect collisions and overlapping with other sprites.
  5. 8. To slow down a sprite with a positive velocity, you need to _____ from the velocity inside the counter pattern.
  6. 9. With sprite.velocityX, a _______ number will move the sprite to the right.
  7. 10. You can use this sprite property outside of the draw loop to make a sprite rotate at a particular speed and in a particular direction.
  8. 12. To create a function, the first thing you have to do is ______ the function.
  9. 14. This block tells a sprite how fast to move in a particular direction.
  10. 16. To speed up a sprite with a positive velocity, you need to ____ to the velocity inside the counter pattern.
  11. 17. Using a positive number with rotationSpeed will make a sprite rotate in this direction.
  12. 18. This collision makes the sprite stop when it runs into the target.
  13. 19. Setting this sprite property to true will allow you to see the outline of your collider.