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38 Terms

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Sprite

A 2D image or animation that represents objects in a game, such as characters, enemies, or items.

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Object

An entity in the game world that can be controlled, interact with other objects, or perform actions. Objects can have behaviours attached to them.

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Event

A specific trigger in the game, like a key press or collision, that causes an action to happen within the game.

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Action

The response of an object to an event, such as moving, playing an animation, or changing direction.

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Objective

The goal or task the player needs to accomplish in the game.

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Algorithm:

An algorithm is a step-by-step procedure or set of instructions designed to solve a specific problem or accomplish a particular task.

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Flowchart:

A diagrammatic (visual diagram) representation of an algorithm.

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Pseudocode:

An informal way of programming description that does not require any strict programming language syntax or underlying technology considerations

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Data Types:

Classifications used to specify the kind of data that a variable or object can hold in a program or system.

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Variables:

A piece of memory that stores data that can be reused or changed.

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Boolean Operators:

Operators are used to compare two values

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Sequence:

Sequence is the order in which instructions. occur and are processed.

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Selection:

Selection is a decision or question

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Iteration:

Iteration refers to the process of repeating a set of instructions or steps multiple times, often with slight variations, to achieve a desired outcome.

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Visibility of System Status

Always keep users informed about what is going on

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Match between system and the real world

speak users' language and follow real world conventions

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User control and freedom

Clealry marked emergency exit, and support redo and undo

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Consistancy and Standards

Should not have to wonder whether different words, situations, or action mean the same thing

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Error Prevention

Either eliminate error-prone conditions or check for them and present users with a confermation option before they commit the action

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Recognition rather than recall

Show options so users dont need to remember

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Flexibility and efficieny of use

Provide shortcuts and customization for experts

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Aesthetic and minimilast design

Keep interface clean and focused

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Help users recover from errors

Use clear, helpful error messages

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Help and documentation

Offer simple, task-based help when needed

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Heuristics

Simple guidelines used to solve problems or make decisions more efficiently.

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Room

A level or area in the game where the gameplay happens. It contains objects, backgrounds, and settings.

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Code/Script

A set of instructions written by the developer that tells the game what to do. GameMaker uses a coding language called GML (GameMaker Language).

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Collision

When two objects in the game come into contact, triggering an event (e.g., a player hitting an enemy).

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Setting

The environment or world where the game takes place.

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Mechanics

The rules and actions (buttons) players can use to interact with the game

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Common pseudocode words

Input, Output, While, For, Repeat until, If-Then-Else

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Input

user inputting something

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Output

Will appear on screen

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While

loop

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For

a counting loop

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Repeat until

loop that has an end

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If-Then-Else

Decision in which a choice is made

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