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Worksheets

Game Lab review

Total questions: 31

Worksheet time: 11mins

Name
Class
Date
1.

This block of code draws a circle on the grid.

a)

rect ();

b)

ellipse ();

c)

fill ();

d)

background ();

2.

This block of code draws a square on the grid.

a)

rect ();

b)

ellipse ();

c)

fill ();

d)

background ();

3.

What is NOT one of the parameters for the block of code rect(_, _, _, _);

a)

X

b)

Y

c)

Width

d)

Height

e)

Radius

4.

You can name your variables in Game Lab

a)

True

b)

False

5.

This is NOT one of the rules for naming variables in Game Lab

a)

must start with a capital letter

b)

cannot start with a number

c)

cannot contain spaces

d)

you can use camelcase

6.

Variables can be used multiple times in Game Lab

a)

True

b)

False

7.

A character on the screen with properties that describe its location, movement, and look.

a)

Property

b)

Sprite

c)

Variable

d)

Dot notation

8.

A label for a characteristic of a sprite, such as its location and appearance.

a)

Property

b)

Sprite

c)

Variable

d)

Dot notation

9.

he way that sprites' properties are used in Game Lab, by connecting the sprite and property with a dot.

a)

Property

b)

Sprite

c)

Variable

d)

Dot notation

10.

This block of code displays the value of the variable health.

a)

text("health", 100, 200);

b)

text(health, 100, 200);

11.

This block of code displays the word health on the grid.

a)

text("health", 100, 200);

b)

text(health, 100, 200);

12.

The lines of code contained inside this block of code are continuously executed until the program is stopped.

a)

World.frameRate

b)

function draw (){}

c)

randomNumber();

d)

drawSprites ();

13.

Block of code that behaves the same way as the following lines of code:

sprite.x=sprite.x+1;

a)

VelocityX=1;

b)

VelocityY = 1;

c)

rotationSpeed = 1;

14.

Block of code that behaves the same way as the following lines of code:

sprite.rotation=sprite.rotation +1;

a)

VelocityX=1;

b)

VelocityY = 1;

c)

rotationSpeed = 1;

15.

in programming, an expression that evaluates to True or False.

a)

Boolean expression

b)

Condition

c)

Conditionals

16.

Something a program checks to see whether it is true before deciding to take an action.

a)

Boolean expression

b)

Condition

c)

Conditionals

17.

Statements that only run when certain conditions are true.

a)

Boolean expression

b)

Condition

c)

Conditionals

18.

Executes a block of statements if the specified condition is true.

a)

if () {}

b)

function draw () {}

c)

var sprite

d)

keyDown

19.

a simplified representation of something more complex.

a)

if statement

b)

Abstraction

c)

Condition

d)

Debug

20.

Checks if the sprite is touching the target sprite or any sprite in the target group.

a)

sprite.debug=();

b)

sprite.collider=();

c)

sprite.isTouching ();

21.

Part of a program that does not work correctly.

a)

Bug

b)

Mistake

c)

Debug

d)

Program

22.

Finding and Fixing problems in an algorithm or program

a)

Bug

b)

Mistake

c)

Debug

d)

Program

23.

An algorithm that has been coded into something that can be run by a machine

a)

Bug

b)

Mistake

c)

Debug

d)

Program

24.

A label for a piece of information used in a program

a)

Parameter

b)

Variable

25.

An extra piece of information passed to a function to customize it for a specific need

a)

Parameter

b)

Variable

26.

Less than operation

a)

_ < _

b)

_ > _

c)

_ -_

d)

_ + _

27.

Greater than operation

a)

_ < _

b)

_ > _

c)

_ -_

d)

_ + _

28.

Checks if the key specified is pressed.

a)

keyDown()

b)

keyWentDown

c)

keyWentUp()

29.

Checks if the key specified was pressed.

a)

keyDown()

b)

keyWentDown

c)

keyWentUp()

30.

Lines of code that move the fish to the left once the fish gets to the right-hand side of the screen

a)

if (fish.x > 400) { fish.velocityX = -2; }

b)

if (fish.x <0 ) { fish.velocityX = 2; }

31.

Lines of code that move the fish to the right once the fish gets to the left-hand side of the screen

a)

if (fish.x > 400) { fish.velocityX = -2; }

b)

if (fish.x <0 ) { fish.velocityX = 2; }