14
Video Game Design Foundations
Software Design Guide
115
d Logic
Chapter 5
Collision Theory and Logic
After completing this chapter, you will be able to:
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Objectives Objectives
Name:
Date:
Class:
Day Date Activity Responseand
1 the anticipation guide for this chapter. Complete
2 A computer programming event is a
cause-and-effect relationship. Other
than action-reaction, what is used
in programming to create a logic
statement?
3 Which logic operator is used when a
condition is false?
4 Write a logic statement that would
state how the game should act if a
chicken walked into a
wall.Setting
5 Describe how to fix the error for when
a coyote object stands on a hole and
does not fall into it.
6 Which toolbar in The Games Factory 2
holds the buttons to switch between
the frame editor and the event editor?
7 Which toolbar or window in The Games
Factory 2 allows the programmer
to select objects included with the
program?
8 Why would a designer want to use the
Zoom
tool?
9 List three properties that can be
changed in the
Properties
window in
The Games Factory 2.
10 In The Games Factory 2, what is the
library?
Bellwork
ty
e
te the
anticip
r.
mputer
progra
e-
and-effect
action-react
ro
gramming
tement?
hich logic op
ndition is fa
Write a logi
state how
chicken w
Descri be
a
coyote
does n
Which
holds
the f
Wh
Fa
to
p
C
Copyright by The Goodheart-Willcox Co., Inc.
Name:
Date:
Class: Activity 5-1
Logic Collision in Practice
Objective
Students use a game engine to create a playable video game. Students will be able to apply
logic and collision theory in game design and user interface design.
Situation
You are a new employee of the Really Cool Game Company. Your fi
rst task is to learn
game engine technology so you can build logic and collision statements. Complete the task
provided to build design skills. You will create a game where the player must “eat” fruit falling
a plane while avoiding balls.
How to Begin
Launch The Games Factory 2 (TGF2). Your instructor will provide
instructions for
doing this, if needed.
the Background Color
1. Click the
New
button on the
Standard toolbar to begin working on a game. 2. Double-click the thumbnail for Frame 1 to begin making a title page. See
Figure 1.
Figure 1
Click to start
a new game
Double-click
the
Learning objectives
for each chapter.
Students will use a game engine to
create a playab
le video game.
Students will be able to apply
and
colliwill
sion theory in
game
design
and user interface
design.
ation ation at tio
ou are
a new employee of
the Really Cool Gam
e Company.
Your
fi
rst task is to learn their
fi
engine tec
hnolo
gy so you can build logic and colli
sion state
ments. Complete
the
ed to
build
de sign skill
s. You will create a game where the player must “eat”
fruittasktheirfrom
falling from
e wh
ile avoiding balls.
w to Begin w to to
B eg egi
gin
unch The
Games Factory 2 (TGF2). Your
instr uctor will provide
pecifi c instructions for fi
his, if
needed.
g the Background Color
ck the
New
button on
the
w
Standa
rd
toolbar to begin working on a new
game.
uble
-click the
thum
bnail for Frame
1 to begin making a
title
e.
Figur
e 1
.
Click to sta
rt
a new
game
Double
-click
the ththumbnail
umbnail
Name:
Date:
Class:
Anticipation Guide
Before Reading the
Chaptersspecific
Read each statement in the table below. In the column titled Before Reading, write the letter
T
if you agree with the statement or
F if you disagree with the statement.
After Reading the
ChapterpagnewSee
Re-read each statement in the table below. In the column titled After Reading, write the letter
T
if you agree with the statement or
F
if you disagree with the statement. Be prepared to justify your
answers in a class discussion.
Before
Reading
Statement
After
Reading
Collision theory
is the rules concerning how objects react in games when
they touch each other.
A major component of logic is the “because” statement.
Most logic in games can be expressed as a cause-and-
effect relationship.
Programmers refer to a path where a folder is located as a program tree.
It is not possible to combine logic statements. Each condition must be
individually programmed!
The Games Factory 2 is an object-based programming product.
The available software design
guide (SDG) provides the hands-on
application of the theory presented
in the textbook. The SDG should be
considered an integral part of the
curriculum. It is where you take the
theory learned in the textbook and use
that knowledge to build video games.
Working in simulated design teams,
you will experience all aspects of
video game design, from the planning
stages, through the design and
programming, and concluding with a
capstone project.
Each chapter in the SDG is
correlated to the textbook chapter.
There are several activities for each
chapter. Many of the activities are
scripted game builds. These types
of activities conclude with review
questions. The last chapter in the SDG
is a capstone project that requires
you to apply all of the knowledge you
acquired in the textbook and SDG.
Daily bellwork to start
each class period.
Anticipation guide
for each chapter
tracks learning
progress from
before the lesson to
after completion of
the lesson.
Learning objective for lesson.
Provides an overview of the
situation for the lesson.
Step-by-step instructions for
the game build in the lesson.
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