Unit 3 - Interactive Animations and Games
Lesson 3: Drawing in Game Lab
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 4: Shapes and Randomization
- Parameter: An extra piece of information passed to a function to customize it for a specific need
Lesson 5: Variables
- Variable: A label for a piece of information used in a program.
Lesson 6: Sprites
- Property: A label for a characteristic of a sprite, such as its location and appearance
- Sprite: A character on the screen with properties that describe its location, movement, and look.
Lesson 7: The Draw Loop
- Animation: a series of images that create the illusion of motion by being shown rapidly one after the other
- Frame: a single image within an animation
- Frame Rate: the rate at which frames in an animation are shown, typically measured in frames per second
Lesson 8: Counter Pattern Unplugged
- Expression: Any valid unit of code that resolves to a value.
- Variable: A label for a piece of information used in a program.
Lesson 10: Booleans Unplugged
- Boolean: A single value of either TRUE or FALSE
- Conditionals: Statements that only run when certain conditions are true.
- Expression: Any valid unit of code that resolves to a value.
Lesson 11: Booleans and Conditionals
- Boolean Expression: in programming, an expression that evaluates to True or False.
- If-Statement: The common programming structure that implements "conditional statements".
Lesson 13: Other Forms of Input
- Conditionals: Statements that only run when certain conditions are true.
Lesson 16: Collision Detection
- Abstraction: a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
- Debugging: Finding and fixing problems in an algorithm or program.
- If-Statement: The common programming structure that implements "conditional statements".
Lesson 18: Collisions
- Abstraction: a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
Lesson 19: Functions
- Function: A named bit of programming instructions.