A graphical object with properties that determine how it looks and behaves on the canvas.
A collection of, and blueprint for, sprites with similar traits and behaviors.
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