True/False
Indicate whether the sentence or statement is true
or false.
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1.
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Timing in Flash is not simple
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2.
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The
problem with the frame rate is that when setting the property you set the maximum frame rate which
guarantees you that your movie will not play more quickly than the setting you use. However, it may
end up playing more slowly
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3.
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The
speed of the computer has no effect on the game experience because slower computers play Flash movies
at slower rates
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4.
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The setInterval function is not global and is not called on a
reference
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5.
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The
clearInterval function gets rid of a function that executes at a given time interval
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6.
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A
stub is a function definition that has zero or minimal code in it.
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7.
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The
frameCounter is used to display to the user or developer the frames per second (fps)
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8.
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The
entire setBubble function is basically one big switch statement because it is the cleanest solution
to implement a state machine where each state follows the previous one without backtracking or
skipping ahead.
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9.
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The
playIntro functions only purpose is to check the game state and either send lester on his
current route or choose a new route for him
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10.
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In
the game Shoot Em Up, the gameState variable is used to keep track of what
Lester is doing.
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Multiple Choice
Identify the
letter of the choice that best completes the statement or answers the question.
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11.
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The
frame rate property
a. | allows you to set the frame rate of your
movie | d. | all of the
above | b. | Affects how many frames are processed in a second
(fps) | e. | none of the
above | c. | either speeds up or slows down the
movie | | | | |
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12.
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The
setInterval Function a. | calls a given piece of code once every so many
milliseconds | d. | both a and
b | b. | Is used to
create a new interval event | e. | none of the
above | c. | can be substituted through advanced mathematical
functions | | | | |
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13.
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Concerning the setInterval function the functionName can be a. | the name of a
built-in function or method,
a user-defined function or method,
or
a value | c. | the name of a
built-in function or method,
a user-defined function or method,
or
a global method | b. | the name of a built-in function or
method,
a user-defined function or method, or
an anonymous
function | d. | none of the
above | | | | |
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14.
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State
machines are useful because... a. | you can more easily map out the changes that an object (perhaps
a movie clip on the stage) goes through during its life in your game | c. | a finite state machine is a device that records its own current
state | b. | you can map out behavior changes of
elements | d. | all of the
above | | | | |
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15.
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When
drawing a state machine, you draw a circle and inside the circle you name the state. Between
the states are lines that represent... a. | data flow | c. | possible state changes | b. | game
flow | d. | none of the
above | | | | |
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16.
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Concerning state machines, there can and will be code that exists... a. | and is executed
every frame the machine is in the given state | d. | none of the above | b. | in each state
circle | e. | a, b, and c, are
all correct | c. | when the proper input is given to spur a state
change | | | | |
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17.
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Laying out all of the functions before they are implemented... a. | gives you a
better idea of how everything is going to interconnect | c. | is rarely done | b. | should only
happen with psuedocode | d. | both b and
c | | | | |
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18.
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In
creating Shoot Em Up, functions were organinzed into... a. | 3
groups | c. | 5
groups | b. | 4 groups | d. | their respective timelines | | | | |
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19.
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Consider the following script...
timeInterval = setInterval(clockTick,1000);
a. | This script sets
the clock into motion by creating an interval that makes a call to the clockTick function once every
1000 milliseconds (once per second); | c. | This script sets the clock into motion by creating an interval
that makes a call to the timeInterval function once every 1000 milliseconds (once per
second); | b. | This script sets the clock into motion by creating an interval
that makes a call to the setInterval function once every 1000 milliseconds (once per
second); | d. | none of the
above | | | | |
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20.
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The
purpose in reducing Lesters step count in the game Shoot Em Up is
to... a. | adjust
lesters moves for slower CPUs | c. | make lester move slower as the score remains
low | b. | make lester move
faster as the score increases | d. | none of the
above | | | | |
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Short Answer
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21.
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Consider the following code and explain A.) what this script is doing step by step B).
the result of the code in terms of output
c=0;
function count(){
trace(count# +
c++);
}
setInterval(count, 500);
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22.
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Consider the following code...
1. msgInterval = setInterval(function(){trace(hi);},
500);
2. clearInterval(msgInterval);
Describe what code is executed and what the output is.
10pts.
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