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Unit 2 Vocabulary

Control Flow

Control Flow
The order in which a program’s instructions run. Conditionals and loops change the flow.
Conditional
Code that runs only when a condition is true. In Scratch, the if … then and if … then … else blocks.
Condition
A yes/no question a program asks, such as touching [ground v]? or (score) = (10). It is always either true or false.
Boolean
A value that is either true or false.
Boolean Operator
A block that combines or flips booleans: and, or, not. See Boolean Operators.
Loop
Code that repeats. forever repeats until the project stops; repeat (10) runs exactly ten times; repeat until < > runs until a condition becomes true.
Iteration
One pass through a loop.
Game Loop
A forever loop with if blocks inside it that checks what is happening every frame. Almost every game runs on one.
Flow Diagram
A picture of a program’s steps and decisions, drawn with ovals, rectangles, and diamonds. See Flow Diagrams.
User Input
Anything the player does that the program can react to — key presses, mouse clicks, clicking a sprite.

Variables and Data

Variable
A named container that holds a value, like score or lives. The value can change while the program runs.
set
Replaces a variable’s value with a new one. Use it to reset.
change
Adds to a variable’s current value. Use a negative number to subtract.
Velocity
How fast something is moving in a direction. In our platformer, a positive velocity moves the sprite up and a negative one moves it down.
Gravity
A constant pull downward. We simulate it by changing velocity by a small negative number every frame.
Acceleration
A change in velocity over time. Falling faster and faster is acceleration.

Sprites and Collision

Collision Detection
Checking whether two sprites overlap. Scratch uses the touching block and the visible pixels of each costume.
Hitbox
The part of a sprite that counts for collision. In Scratch it is the non-transparent pixels of the costume.
Platform
A surface the player can stand on or jump to. Many platforms drawn on one costume still count as one sprite.
Step-Up Test
A wall-collision technique: after moving sideways and touching something, move up a few pixels and check again. If still touching, it was a wall.
Clone
A copy of a sprite created while the program runs. Each clone runs the when I start as a clone script on its own and should end with delete this clone.
Clone Factory
The original, hidden sprite that creates clones on a timer.
Broadcast
A message one sprite sends that every sprite can hear with when I receive. Used to switch game states.
Game State
Which part of the game the player is in — start screen, playing, game over, paused.
Remix
Your own editable copy of someone else’s shared Scratch project.
Studio
A collection of shared projects on Scratch. See Share to the Class Studio.
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