Blending of computer programming, graphic design, and a storyline.
Gameplay is a term to describe players interacting with a video or computer game.
Rules, challenges, abilities, and parameters that dictate how a game functions or operates
A game's objectives, opportunities for players to make meaningful choices, game changes over the course of play, and defined rules for playing
The aesthetics, story, audio, information, and interactive game pieces or objects.
Video game genres are specific categories of games based on similar gameplay characteristics, story, or mechanics.
An algorithm is a set of steps or rules to follow to solve a particular problem.
Managing complexity by "abstracting away" information and detail, in order to focus on the relevant concepts.
A method that uses decomposition, pattern recognition, abstraction, and algorithms in order to reliably solve complex problems.
Declaring a variable is defining it for the first time.
Initializing a variable is giving it an initial value.
An identifier that stores data or information and can be changed at any time.
Arithmetic operators include + addition, - subtraction, * multiplication, / division, and % modulus. These operators are used to perform basic mathematical tasks.
Defining a function means to teach the computer a new command and explain what it should do when receiving that command.
Calling a function actually gives the command, so the computer will run the code for that function.
A collection of commands and functions that are used to extend the base language.
A JavaScript library for creating interactive art and games with a 2D physics engine.
Called once when the program starts and is used to define the initial environment properties.
Continuously executes the lines of code contained inside its block until the program is stopped.
A graphical object with properties that determine how it looks and behaves on the canvas.
A special part of a computer program or a tool that makes objects in a virtual world act like they would in the real world.
Control structure that lets us run either one section of code or another depending on a test.
A collection of, and blueprint for, sprites with similar traits and behaviors.
A structure that allows you to easily create sprites on a grid-like layout of the canvas.
A for loop written, or "nested", inside of another for loop.
The process of placing if statements within if statements.
Stands for "user interface." The way the user interacts with a game or application.
A win condition is a state that, when reached, determines if a player has won the game.
A type of collider used for unmoving game elements like terrain
A grid-based layout used to place terrain or objects using characters like 'g'
How fast, and in what direction, an object is moving.
Rotates or turns the pre-image around an axis
Defines the viewer’s perspective in a 3D scene.
Function that checks if a key is currently being pressed
Function that checks if a key was pressed once in a frame
Showing several still images one after another very quickly, to give the illusion of animated movement.
A single image in a sequence of pictures
A sprite sheet is a single image file containing multiple smaller images (sprites) arranged in a grid, typically used for animation or dynamic game elements.
Code logic that responds to multiple keypresses simultaneously
A component that handles an object's collisions with other objects.
Expands or contracts the shape
A looping animation shown when a character is not moving
The time (in frames) before switching to the next animation frame
Flipping a sprite horizontally or vertically for visual effect
A function to detect when one sprite touches another
A user interface element that shows the player's score
An invisible sprite used to detect if the character is touching the ground
A method to smoothly move a sprite toward a target position
A trigger used to return the player to a starting state
Logic to check when a player has left the play area vertically
An end condition is what determines the end of the game. It could be satisfying a win or loss condition, like defeating an enemy or dying, or something else like a predetermined number of rounds, levels, resources, or minutes.
Adjustment of a sprite’s position relative to its anchor point
Having others play a game to observe user experience and balance
A series of steps that help you solve a problem or build something new.
A unique gameplay mechanic or visual element added to a game
The transition from one game level to the next
A process for incorporating user input into design changes