Glossary
This glossary explains some special terms that are used in the lesson and are relevant in the context of games.
@ | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | Alle
C |
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FK | Code | |
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Code a sequence of specially written instructions in a programming language that is used to define the behaviour, logic and functionality of the game. These instructions control how characters move, how the game world reacts, how sound effects play, and many other aspects of the game experience. The code forms the technical backbone of a videogame and allows developers to program and implement the desired interactions and sequences in the game. In a simple engine, such as Bitsy, programming is somewhat simplified because code is not written directly. Instead, preprogrammed commands are strung together. | ||
FK | Collision | ||
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Collision describes the moment when two objects collide in the game world. These objects can be characters, enemies, projectiles, obstacles or other game elements. Detecting collision is an important part of videogame programming because it allows us to determine whether and how objects interact with each other. For example, the collision between a player character and an obstacle can mean that the character is stopped or suffers damage. | |||