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Chapter Checkpoint 1 to 5 - GAMEPROGDSGN

Total questions: 100

Worksheet time: 50mins

Name
Class
Date
1.

What is a game engine?

a)

A collection of pre-written code, programs and other resources that can be used as a starting point to write video games.

b)

The name of the programming language you will use to create games.

c)

A piece of software that allows you to drive game programs.

d)

A special type of video game.

2.

Why would you want to use a game engine to create game programs?

a)

Because your game development experience will be quicker and easier

b)

Because game engines will always make your game run faster

c)

Because game engines are always free and let you make more money

d)

Because game engines will handle all of the creative work for you

3.

Which of the following is NOT a common feature of game engines?

a)

Providing pre-written games that you can just sell

b)

Support for easy sound effects and music

c)

Management of images and animation

d)

Support for multi-player discovery and networking

4.

Which type of game engine doesn’t usually give access to the original source code?

a)

Community engines

b)

Proprietary engines

c)

Open-source engines

d)

Public domain engines

5.

Which game engine will we be using in this course?

a)

XNA Game Studio

b)

Volkswagen

c)

Unity

d)

GameMaker Studio

6.

What type of game engine is free for anyone to download and use?

a)

Open-source engines

b)

Royalty engines

c)

Proprietary engines

d)

Licensed engines

7.

Which of the following should you consider when choosing a game engine?

a)

What support is available for the engine?

b)

You should ask all of these questions.

c)

Does the engine support the language I want to use?

d)

How much does the engine cost?

8.

In most cases, you are not going to be able to create a complex video game without __________.

a)

Using fancy explosions.

b)

Paying fees.

c)

Owning expensive equipment.

d)

Writing Code.

9.

What programming language will we be using to create Unity games?

a)

Java

b)

HTML

c)

Unicode

d)

C#

10.

What tool will allow you to write code more easily and quickly?

a)

A Game Asset

b)

A Robotic Code Generator

c)

A Public Library

d)

An Integrated Development Environment

11.

Games that want to support public _____ can include an IDE or level designer just for that game.

a)

Keys

b)

Mods

c)

Code

d)

Crafts

12.

How can you test your game program on many different target devices, like smartphones, game consoles and PCs?

a)

You will need to purchase one of each of the target devices.

b)

There is no way to test on different types of devices.

c)

You can use an emulator to simulate these environments on your computer.

d)

Your game program will always look the same on all devices.

13.

Which of the following is NOT an example of an “asset” in a game program?

a)

An input device

b)

A video

c)

A sound

d)

An image

14.

Which image editing program is free and will work on many different platforms, including Mac OS X and Windows?

a)

Paint

b)

GIMP

c)

iPhoto

d)

Photoshop

15.

Which of the following features can be supported by a game library or API?

a)

Implementation of game physics

b)

Collision detect between game objects

c)

All of these, and more!

d)

Handling complex 2D and 3D images and animation

16.

Unity can create games for _______.

a)

Only IOS devices.

b)

Only Mac Computers.

c)

Only Windows Computers.

d)

All kinds of devices and computers, including Android, IOS, Mac and Windows.

17.

What is the Unity Asset Store?

a)

A convenient place to browse available images, sounds, videos and more that you can purchase to use in your games.

b)

A program that allows you to draw your own game graphics.

c)

A place where you can purchase the Unity IDE software.

d)

A place where you can buy Unity games.

18.

Which version of Unity is free to use if you are an individual?

a)

Pro Edition

b)

Enterprise Edition

c)

Plus Edition

d)

Personal Edition

19.

When you install the free version of Unity, you have to _____.

a)

Create and register a Unity account.

b)

Promise that you will never make money with your games.

c)

Agree to only sell games on the Unity Asset Store.

d)

Pay a small fee.

20.

When you build a game with the Unity Personal Edition, what will appear when you launch the game?

a)

Nothing will appear on the screen

b)

A unity logo will appear on all scenes

c)

A copyright notice is shown in the upper-left corner while the game is played

d)

A brief Unity Splash screen

21.

What type of Unity games will we be creating in this course?

a)

1D

b)

3D

c)

4D

d)

2D

22.

Which tab in the Unity interface will show detailed information about the selected game object?

a)

The Hierarchy tab

b)

The Inspector tab

c)

The Project tab

d)

The Diagnostic tab

23.

Which tab in the Unity interface will show the design of your game world?

a)

The Console tab

b)

The Design tab

c)

The World tab

d)

The Scene tab

24.

Which tab in the Unity interface will display the assets(images, scenes, etc) that you have added to your game?

a)

The Hierarchy tab

b)

The Inspector tab

c)

The Console tab

d)

The Project tab

25.

The Unity IDE is very flexible, so you can configure the tabs and panels however you like.

a)

True

b)

False

26.

Which Unity Help section contains full technical details about the Unity API?

a)

YouTube videos

b)

The Scripting Reference

c)

The Unity Manual

d)

The C# Tutorial

27.

Which Unity Help section is written as a plain-language description of a concept or introduction to completing certain tasks in Unity?

a)

The Unity manual

b)

The Unity Feedback reference

c)

The Unity Forum

d)

The Scripting Reference

28.

What folder will hold all of the image, sound, script, and other resources for your Unity project?

a)

The Assets folder

b)

The Source folder

c)

The Images folder

d)

The Library folder

29.

The basic building block in a Unity game is called a _____.

a)

GameObject

b)

BuildingObject

c)

AssetObject

d)

BlockObject

30.

On its own, a GameObject does not do very much!

a)

False

b)

True

31.

What does Unity call something that provides some sort of functionality to a GameObject?

a)

An image

b)

A component

c)

An asset

d)

A function

32.

When you save your Scene object with a name, where will it appear?

a)

The Console tab

b)

The Scenes list

c)

The Component list

d)

The Assets area

33.

Which component is ALWAYS attached to a GameObject and cannot be removed?

a)

An Asset component

b)

A Sprite component

c)

An Image component

d)

A Transform component

34.

In Unity, a ____ is the container that holds the game objects that appear together on the same screen.

a)

Asset

b)

Project

c)

Container

d)

Scene

35.

Which statement below is true about the relationship between sprites and image assets?

a)

Neither of these is true

b)

Both of these are true

c)

You can create multiple sprites from the same image asset

d)

You can base one sprite on multiple image assets

36.

Which Rotation value would you set to change the rotation angle on a 2D Sprite?

a)

Y

b)

None of these will work

c)

X

d)

Z

37.

Which “Scaling” value will display a sprite image at the normal size, without stretching or shrinking?

a)

1.0

b)

2.0

c)

0.0

d)

0.5

38.

If an object is located directly above the center position on the screen, which of the following is most likely value of the “Y” location coordinate?

a)

-1

b)

0

c)

1

d)

It is impossible to tell

39.

If you delete an image from your Assets list in Unity, what happens to the file on your computer?

a)

The file is automatically renamed to <filename>.old.

b)

The file is automatically moved to another folder on your computer.

c)

Nothing happens to the file.

d)

It is deleted from your computer.

40.

The sprite Renderer component allows you to control the color, sorting and other appearance settings of a sprite’s image

a)

False

b)

True

41.

What large library of libraries and objects is available to the C# language?

a)

COOL Library

b)

Java Library

c)

Microsoft Library

d)

.NET Framework

42.

__________ is the process of turning human-readable source code into native machine language.

a)

Interpreting

b)

Gaming

c)

Compiling

d)

Coding

43.

What type of program sends only the source code and not the compiled code to the target computer?

a)

Native

b)

Compiled

c)

Interpreted

d)

Hybrid

44.

Which of the following best describes the source code that most human programmers will write today?

a)

Mathematical equations written on paper

b)

A series of dots and dashes on a punch card

c)

Human-readable text stored in text files

d)

1’s and 0’s stored in binary files

45.

Why would you write a C# script for your game?

a)

All of these are true

b)

To control the behavior of your game objects

c)

To provide captions for your audio track

d)

To describe the game plot and story

46.

Which of the following best describes the relationship between scripts and GameObjects?

a)

Every game object has its own unique script

b)

A script can be assigned to multiple game objects; one game object can use multiple scripts

c)

A script can be assigned to one and only one game object

d)

A game object can use one and only one script

47.

How are scripts stored within a Unity project?

a)

As a C# icon in the scene tab

b)

As a “.script” file in your main project folder

c)

As an object in the Hierarchy tab

d)

As an asset in the Assets list

48.

When you create a new script component, the script code window will be blank. You will need to write ALL of the code for the script.

a)

False

b)

True

49.

What do you see in the “Solution Explorer” panel of the Visual Studio IDE?

a)

A list of all sprites in your project

b)

A list of all GameObjects in your project

c)

A list of all script files in your project

d)

A list of all images in your project

50.

Why is it recommended to place all scripts in a sub-folder within the Assets area?

a)

Scripts are not located in the Assets area at all

b)

To help keep your assets organized in a larger projects

c)

Scripts will run faster when they are properly stored in a Scripts folder

d)

Because Unity requires all scripts to be placed in a Scripts folder

51.

What is the purpose of a C# namespace?

a)

To help group together and identify related objects, often written by one person or company

b)

To help identify the space where an object will be placed on the screen

c)

To help identify source code authors in the a comments block

d)

To give unique names to each sprite object

52.

What do we call an object in C# code?

a)

Class

b)

Widget

c)

File

d)

Namespace

53.

What symbols does C# use to start a short, one-line comment?

a)

##

b)

<!—

c)

//

d)

**

54.

What characters are used to mark the start and end of a block of C# code such as a class or function?

a)

# and #

b)

{ and }

c)

Begin and End

d)

/* and */

55.

Which of the following is an example of “white-space” in a code file?

a)

Semicolons

b)

Letters

c)

Numbers

d)

Spaces, tabs and line-feeds

56.

What is a “game loop”?

a)

The circular motion of some sprites on the screen

b)

A circular graphic on the screen

c)

A function or set of statements that will run repeatedly during the game

d)

A single line of code in a script file

57.

How often does a game loop typically run?

a)

Once per second

b)

Once, at the end of the game

c)

Once, at the beginning of the game

d)

Around 60 times per second

58.

What function in a C# script would you use to run one-time setup logic for a sprite?

a)

Begin()

b)

Start()

c)

Update()

d)

Initialize()

59.

What function is called by the game loop to perform tasks needed to produce each frame on the screen?

a)

Update()

b)

Draw()

c)

Start()

d)

Awaken()

60.

Which of the following statements would successfully display “message” to the Console?

a)

Debug.Message(‘message’)

b)

Debug.Log(“message”)

c)

Console.Write(“message”)

d)

Debug.Write(message)

61.

What three types of values do the Transform’s Position, Rotation and Scale settings all have in common?

a)

Width, Height, Depth

b)

A, B, C

c)

X, Y, Z

d)

Speed, Velocity, Acceleration

62.

What happens to the Transform Position settings in the Inspector panel when you move an object within a scene using the Move tool button?

a)

The Inspector panel values are automatically updated to match

b)

The Inspector panel values are unchanged

c)

The Inspector panel values become negative

d)

The Inspector panel values are reset to zero

63.

Considering the function call “Secret.Mystery(A, B);”, which of the following answers shows the data values getting passed into the function?

a)

None of these are true

b)

A, B

c)

Secret

d)

Mystery

64.

Which of the following is the unique C# name of the Transform object that is assigned to each sprite?

a)

myTransform

b)

transform

c)

Trans

65.

Which of the following answers describes the correct order for the three parameters in the Translate() function?

a)

z-change, y-change, x-change

b)

z-change, z-change, y-change

c)

y-change, x-change, z-change

d)

x-change, y-change, z-change

66.

Which of the following values are valid changes in the X or Y position when calling the Translate() function?

a)

0.0f

b)

-1.0f

c)

All of these are true

d)

1.0f

67.

Which of the following Translate() values for changes in the X or Y position will move the sprite a larger distance (more rapidly) across the screen?

a)

0.0f

b)

0.5f

c)

1.0f

d)

-0.01f

68.

Which of the following approaches will best move an object slowly and smoothly across a screen while the game is running?

a)

Set the initial X and Y Position values in the Inspector panel to small values

b)

Use the Move tool button to slowly drag the object across the screen

c)

Make large changes to X and Y positions from within the Start() function

d)

Make small changes to X and Y positions from within the Update() function

69.

Which of the following rotation values will spin an object 30 degrees in the clockwise direction (to the right)?

a)

0.30

b)

30

c)

-30

d)

0

70.

How many degrees are there in a full circle?

a)

180

b)

90

c)

45

d)

360

71.

Which of the following Rotation settings is most likely to be used to spin an object in a 2D game?

a)

localScale

b)

X

c)

Y

d)

Z

72.

Which of the following function calls will successfully rotate a sprite in a 2D Unity game?

a)

transform.Rotate(0, 0, 5.0f);

b)

transform.Rotate(0, 0, 1.0f);

c)

transform.Rotate(0, 0, -3.0f);

d)

All of these will work, just with different directions and angles

73.

If you want to double the size of a sprite in the X and Y directions, what Transform Scale settings should you use?

a)

X = 1, Y = 1, Z = 1

b)

X = 0.5, Y = 0.5, Z = 1

c)

X = 2, Y = 2, Z = 1

d)

X = 1, Y = 1, Z = 2

74.

Why does the Unity Input Manager define two sets of axes for things like “Horizontal” or “Fire1”?

a)

To support 2-player games

b)

This is a known problem in the Input Manager that will be fixed

c)

So one player has multiple input options for the same command

d)

As a backup in case the first input device breaks

75.

If the “left” arrow key is assigned to the Negative Button on the Horizontal axis, what kind of value will be produced when the user presses the left arrow key?

a)

Very large

b)

Negative

c)

0

d)

Positive

76.

How do you assign a specific key to an input axis in the Input Manager?

a)

Hold down the key for 5 seconds in the Input Manager

b)

Drag a picture of the key to the target command in the Input Manager

c)

Type in the key name such as “a” or “space” or “left” to the right of the command in the Input Manager

d)

All of these will work

77.

Where should you write code to check for user input?

a)

Inside a C# script’s Draw() function

b)

Inside a C# script’s Start() function

c)

Inside a C# script’s Update() function

d)

Inside a Transform component’s Inspector panel

78.

What function would you call to check the current status of the input axis “Horizontal”?

a)

Input.GetAxis(“Horizontal”)

b)

GetHorizontal()

c)

Input.QueryKey(“left”)

d)

GetKeyState(“Horizontal”)

79.

Which of the following lines of code will rotate (spin) a sprite in response to the user’s “Fire1” input?

a)

transform.Rotate(0, 0, Input.GetAxis(“Fire1”));

b)

Rotate(GetKey(“Fire1”));

c)

Input.GetAxis(“Fire1”).Rotate();

d)

transform.Rotate(Input.Fire1());

80.

How might you decrease the speed of an object you are moving in response to user input?

a)

Use a different set of input controls that will produce lower values

b)

Increase the Sensitivity setting in the Inspector Panel

c)

Remove one of the input keys assigned to that axis in the Input Manager

d)

Lower the Sensitivity setting on the input axis in the Input Manager

81.

Which of the following best describes the job of a “physics engine”?

a)

To handle the logic necessary to add artificial intelligence to game objects

b)

To help create very large virtual worlds within a video game

c)

To help draw complex images on the screen

d)

To handle the complex math needed to simulate realistic physical behavior of game objects

82.

What would you do to a game object to make it react to gravity and other physical forces?

a)

Add a Physics2D Material

b)

Add a complex C# script

c)

Add a Rigidbody 2D component

d)

Add a Collider 2D component

83.

Which of the following Rigidbody 2D component properties will change how fast an object falls in response to gravity?

a)

Constrain - Y

b)

Gravity Scale

c)

Mass

d)

Angular Drag

84.

Which of the following Rigidbody 2D component properties would you set to freeze the position of an object in a horizontal(side-to-side) direction?

a)

HorizontalFreeze

b)

Constraints-X

c)

Constraints-Z

d)

Constraints-Y

85.

Which of the following Rigidbody2D component properties will control the amount of air resistance an object will experience when flying through the air or falling?

a)

Linear Drag

b)

Angular Drag

c)

Gravity Scale

d)

Mass

86.

Which of the following components would be best used to detect collisions around a pizza box in a 2D game?

a)

Circle Collider 2D

b)

Box Collider 2D

c)

Edge Collider 2D

d)

Polygon Collider 2D

87.

Which of the following components would be best used to detect collisions around a bicycle wheel in a 2D game?

a)

Edge Collider 2D

b)

Polygon Collider 2D

c)

Circle Collider 2D

d)

Box Collider 2D

88.

Which of the following components would be best used to detect collisions around an irregularly shaped rock?

a)

Edge Collider 2D

b)

Polygon Collider 2D

c)

Circle Collider 2D

d)

Box Collider 2D

89.

How can you get a collider boundary to match the edge of your object image as closely as possible?

a)

You need to add the green boundary lines to the original image file

b)

Click the “Edit Collider” button and adjust the green boundary lines

c)

You have to rely on Unity to automatically set the best boundaries

d)

You need to add multiple Collider 2D components to the sprite to build up a combination of shapes that match your object

90.

An object that wants to move based on game physics AND detect collisions should have which component(s) attached?

a)

Rigidbody 2D only

b)

Rigidbody 2D and Collider 2D

c)

Collider 2D only

d)

Physics2D only

91.

Where do you configure “friction” and “bounciness” properties of an object?

a)

On a Collider 2D component

b)

On a Physics2D Material

c)

On a Transform component

d)

On a Rigidbody 2D component

92.

Which of the following surfaces would likely have the highest “friction” value?

a)

These will all have the same friction settings

b)

Rough Sandpaper

c)

Glass

d)

Ice

93.

Which of the following objects would most likely have the lowest “bounciness” value?

a)

A beach ball

b)

A tennis ball

c)

A trampoline

d)

A brick

94.

Which of the following statements about sharing Physics2D Materials is true?

a)

Each object has its own Physics2D Material component.

b)

Physics2D Materials can be shared only by objects have exactly the same type of collider.

c)

Physics2D materials are attached to a Rigidbody, and are therefore shared by all objects that use that same Rigidbody component.

d)

Physics2D Materials are Assets that can be shared by multiple objects.

95.

If you want to create a surface that lets objects easily slide across and bounce high into the air upon collision, what kind of “friction” and “bounciness” settings should you use?

a)

Low friction and high bounciness

b)

Low friction and low bounciness

c)

High friction and high bounciness

d)

High friction and low bounciness

96.

Which of the following events might be used to run some scripted logic?

a)

All of these, and more!

b)

Player clicks on a button

c)

Player health reaches zero

d)

Two objects collide

97.

Which of the following functions can Unity call in response to regular, physics-based collision event?

a)

Collided()

b)

Triggered2D()

c)

OnCollisionEnter2D()

d)

OnCollisionDetection()

98.

Given the function below, what line of code you write to show the name of the other object involved in a collision?

void OnCollisionEnter2D(Collision2D otherObject)

a)

Debug.Log(“Collision with: “ Collision2D.name);

b)

gameObject.log(“Collision with: “ + name);

c)

Debug.Log(“Collision with: “ + otherObject.gameObject.name);

d)

Collision2D.log(“Collision with: “ + gameObject.name);

99.

Which of the following best describes how you set up a Unity game object to call a function when a collision is detected?

a)

Add a Collider2D component and a script with the event function to the game object

b)

Draw a line from the object in the hierarchy panel to the function in your script

c)

Attach a script with the event function to the game object

d)

Attach a script with the event function to the Rigidbody2D component on the object

100.

If you want a collision event to call a function but not cause the objects to react physically, what setting should you change?

a)

Check the “Is Trigger” box on the collider

b)

Check the “Transparent” box on the collider

c)

Set the “Body Type” property on the Sprite Renderer component

d)

Disable the “Physics2D” setting on the Rigidbody2D component