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In gamemaker lite 51) file menu – merge A) creates an executable b) combines two

ID: 3907969 • Letter: I

Question

In gamemaker lite

51) file menu – merge

            A) creates an executable                       b) combines two .gmk files

            c) creates backup files              d) executes the program in debug mode

52) In order for an object   to fit correctly in the grid box in the room, we must define the grid box the same size of the object. How can we find the size of the object.

a) Object -. Properties                    b) Object - Events

c) Sprite – Properties                     d) Object – Actions                             

53) The following actions may avoid an object from getting stuck

a) defining the object   fit inside the grid

b) check to see if object is aligned with the grid

c) make the grid size a multiple of the unit that you are moving your objects. For example, if the

      grid size is 32, you may want to consider moving the object by units of 4 instead of 5.

d) check the bounding box of the sprite and modify it as appropriately

e) uncheck precise collision                       

f) all of the above

54) If we want a a collision to be considered when any -transparent part of the image touches another object, we set the bounding box to:

            a) full image                 b) automatic                 c) manual

55) If we want a a collision to be considered when any part of the image touches another object, we set the bounding box to:

            a) full image                 b) automatic                 c) manual

56) If we have an image of a tree and want the collision to be only when it touches the root, we set the bounding box to:

            a) full image                 b) automatic                 c) manual

57) If we want to generate a number between 0 and 100 we use the following function

            a) Generate (0, 100)                 b) Random (0, 100)

            c) Generate (100)                     d) Random (100)

58) In the maze, every time the arrow is pressed in a different direction

a) we rotate the sprite

b) a different sub-image of the sprite was displayed

c) a different sprite was displayed

59) In the platform game, every time the arrow is pressed in a different direction

a) we rotate the sprite

b) a different sub-image of the sprite was displayed

c) a different sprite was displayed

60) For both packman and maze game, in what event that we draw the score

            a) create                                   b) step

            c) Draw                                    d) display

61) When the monster starts chasing packman, Why can’t we use the action   moveToward (x, y) ?

Because moveToward will move in a diagonal   while packman needs to move horizontal or vertical

MoveToward doesn’t have a depth variable.

MoveToward is just for the main player.

62) The following is true about local variables

a) You may have one variable per object

b) They are only visible inside that particular object. Some can be visible from other objects, but you must specify the object name first. Example: packman.x, packman.y

            c) They can be built in or user defined

            d) All of the above

63) Which of the variables below is a built-in global variable

            a) can_shoot                b) health          c) global.monster3      d) vspeed

64) Which of the variables below is a built-in local variable

            a) can_shoot                b) vspeed

            c) global.enemy1         d) health

65) Which of the variables below is a user-defined global variable

            a) can_shoot                b) health

            c) global.enemy1         d) vspeed

66) Which of the variables below is user-defined local variable

            a) can_shoot                            b) score

            c) global.enemyStrength          d) depth

67) The following are all examples of built-in global variables.

            a) mouse_x, mouse_y, room_width, view_yview, lives, health

            b) x, y, visible, depth, speed, direction, gravity

c) mouse_x, mouse_y, x, y, depth, speed, direction, solid

68) The following are all examples of built-in local variables.

            a) mouse_x, mouse_y, x, y, depth, speed, direction, solid

b) visible, depth, speed, direction, gravity, solid

            c) mouse_x, mouse_y, solid, room_height, view_xview, lives, health, score

           

69) Which of the following is true about constants

            a) Constants are like variables, but they don’t change the value throughout the program

            b) Constants are used to make your program easier to read and modify. We could instead of constants, use the actual value. For example, we could use the constant pi or the value, we could use the constant false or the value 0, we could use the constant true or the value 1.

            c) All of the above

70) If we want an objet to move continuously in a triangle and another object to move continuously in

A square, we can do so contioulsy using

Hspeed and vispeed                  b) We use a path

c) We use a timeline (w/path)         d) We use sound files

71) If we want an object to move for the first 10 seconds in a triangle direction, for the next five in a rectangular format and for the next 25 in a square, we can do so continuously using

        a)Hspeed and vispeed                               b) We use a path

c) We use a timeline (w/path)                     d) We use sound files

           

78) If I want to design an animation where a shark gradually increases in size until it attacks a boad, I would want the image of the shark to be in:

             a) Raster/Bitmap                      b) Vector

             c) Matrix                                 d) It doesn’t matter as long as the code is in Java

                                                                                                                 

79) If I want to show the different types of soils of the globe and how it graduatlly changes, I would want my image to be in:

             a) Raster/Bitmap                      b) Vector

             c) Matrix                                 d) It doesn’t matter as long as the code is in Java

80) If I want to draw a map that we have to zoom in and out, I would want the image of the shark to be in:

a) Raster/Bitmap                      b) Vector

             c) Matrix                                 d) It doesn’t matter as long as the code is in Java

81) Gamemaker sprites are associated with

a) Raster/Bitmap                      b) Vector

             c) Matrix                                 d) It doesn’t matter as the image is 32 by 32.

82) In the packman game, why didn’t we use the action MoveToward for the monster ?

             a) It would go to fast                b) It would go to slow

             c) It would go in a diagonal      

83) If you have just received a .gmk file of a game and you want to understand the game, you should do the following steps first ?

             a) Go to help and look at the code of the enemies

             b) Play the game and then look at the code of the main character

             c) Start by looking at the Sprite, then look at the objects

84) Direction = 270 makes the object go

             a) right                                    b) left

             c) down                       d) up

85) Direction = 360 makes the object go

a) right                                    b) left

             c) down                                    d) up

86) Briefly describe how shooting works (two step process) ?

obj_gun when event Spacebarpressed creates obj_bullet,

obj_bullet when created moves in a direction

87) Briefly describe how jumping works (platform game) ?

obj_player when event Spacebarpressed moves obj_player (0, 4)

obj_player has a Step event which has an action that moves obj_player (0, -4) unless obj_player has an object beneath it (this step-action is known as "gravity")

88) List 2 events that occur automatically

89) List 2 events that are controlled by user input ?

Keypressed and mousepressed

90) Define what a game is and describe the important characteristics that make e game good.

A game is a structured form of play. A good game is characterized by its balance, fun, challenge, usability, and control. Some other, more specific characteristics might include immersion, open or closed-ness, narrative (linear or non-linear), character development, reliability, and reactivity (the ability for a game to interact with the player).

And above all a game has a main goal.

91) What is the main advantage of a vector file over a raster file ?

A vector file is stretchable and does not lose its visual quality because it is built on mathetmatical equations.

Explanation / Answer

51)file menu – merge

            A) creates an executable                       b) combines two .gmk files

            c) creates backup files              d) executes the program in debug mode

51)D
52)C
54)B
55)C
56)A
57) D
60)A
81)A
82)A
84) C
85)B