IAT 167 Review Notes

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Department
Interactive Arts & Tech
Course
IAT 167
Professor
Jack Stockholm
Semester
Winter

Description
IAT 167 Review Actions: Can be permitted, required or prohibited Initialization: give variable its initial value before it by the rules. In video games, we permit only actions is used; often occurs with declaration (Wk 1, Lec 2) Sections: that are programmed into game. (PW Lec 1) Assignment: give variable a value (Wk 1, Lec 2) 1. Terminology 2. Programming Processes / Pretty Code Modeling: Process of generating models. Models 3. ActionScript 3 Syntax abstract away from details and focus on underlying Data Types: 2 types: problem. Used for communication, documentation Primitive: Boolean, int, uint, null, Number, String, and design. Have objects/actions which interact; void 1. Terminology objects have attributes and operations, attributes Complex: the rest; Array, any objects of classes you Game: an activity that involves play, pretending, a goal and rules. NOT a toy or a puzzle. Does not have determine state. create, etc to include competition, conflict, entertainment, fun. 2 main types: behavioural (use case, activity) and (Wk 1, Lec 2) (PW Lec 1) structural (class, state). See slides for diagrams. (Wk 1, Lec 1) Constant: compiler won’t let you change this value; mark with const Play: Various Definitions: Huizinga: a free activity, outside ordinary life, UML: Universal Modeling Language is a (Wk 1, Lec 2) absorbs player utterly, no material interest - nothing standardized modeling language used to specify, gained or lost, has own time and space. visualize, modify, construct and document the Literals:values that appear in your code that are not artifacts of an object-oriented software system associated with a variable; numbers of this type are Caillois: Free, seperate, uncertain, unproductive, under development. (Wk 1, Lec 1) called magic numbers rules, make believe (Wk 1, Lec 2) Play requires participation, and choices affect results (PW Lec 1) Pseudocode: high level, syntax general code used to describe an algorithm. Use vocab of problem Compiler:is a program that transforms source domain, not implementation domain. Logic reduced code written in a programming language into Pretending: make believe, create reality in mind. to level of single loop/decision. (Wk 1, Lec 1) another computer language. (Wikipedia). We use Division between things that are important in the this to translate our code into machine code for the game vs real world. This artificial reality is known as the magic circle, and artificial importance is Skeleton/Dummy Code: develop basic structure for computer to run. assignmed to things inside it. (PW Lec 1) code, make sure this basic structure works. (Wk 1, Lec 1) Scope: Area of code where a variable can be accessed by a lexical reference (using the name of the Goal: nontrivial, defined by rules, must be reached Commenting: part of the code that you instruct variable). (Wk 1, Lec 2) by overcoming challenges (PW Lec 1) the complier not to run; describe code in English Rules: definitions and instructions that player to make it more readible and easier to use. For Function-level Scope: something AS has; rather accepts for game. Defines possible actions of players. commenting specifics, see section 2. (Wk 1, Lec 1) than non-global/non-class variables being accessible in just the block of code in which they were created (PW Lec 1) Variable: a name that references some location in (as in, between {}), variables are accessible in the memory holding a specific value of a specific type. entire function they are created in. (Wk 1, Lec 2) Gameplay:player must overcome nontrivial challenge using the actions defined in the rules. Can (Wk 1, Lec 2) be composed of smaller challenges. Require some Access Control: controls where your variables are Declaration:create variable, give it a type accessible effort. Also includes actions that are enjoyable rather (Wk 1, Lec 2) Public: accessible anywhere, to anyone than goal oriented. (PW Lec 1) Private: accessible only to references within that class Protected: like private, but also accessible to all Reusable code base which handles lower level Objects: an entity with data and behaviours classes derived from the class it was created in functions (variables and methods/functions) Internal: accessible inside the package, is the defaultSoftware framework for a game would have Objects of the same class differ only in the value when you don’t specify scope the ability to do common things, like create Go with private and protected whenever possible splashscreens, buttons, scoreboard, etc of the data they hold Objects represent an instance of a class Variables inside functions do not need this Various kinds of frameworks: see slides (Wk 2, Lec 2) (Wk 1, Lec 2) (Wk 2, Lec 1) Functions: reusable chunks of code Design Patterns: A general reusable solution to Class: an abstract description of objects Can take parameters a commonly occurring problem within a given Identifies what is the same between set of objs Return something - including void context in software design Behaviours of class as methods Think functions in math; they can be similar Not code itself, but a template for you to follow to (Wk 2, Lec 2) (Wk 1, Lec 2) write the code to fix the problem (Wk 2, Lec 1) Events: notification that occurs in response to Passing by Value/Reference: an action Value: A copy of the parameter is passed in, changes MVC: Model View Controller Event-driven programming: program flow made to the variable in the function do not change Software archtecture that we use, seperates the the original - just the value is being used. model, view and controller determined by events Reference: A reference to the original variable is Model: stores data about states and behaviours, Dispatcher: sender of the event Event: the object sent passed in, changes made in the function change the responds to requests to update or for info For data stored in the event object, see slides original - the variable itself is being used View: displays info, shows representation of model In AS, all passed by reference, although primitive Controller: internal game logic, handles user input, Listener/Consumer: recieves event, sends to: values act as if being passed by value rules and reponses Handler: function that recieves control when (Wk 1, Lec 2) (Wk 2, Lec 1) event occurs Also see slides for life cycle of event Conditionals: if, if... else, if... else if..., switch Arrays: a variable that holds one or more variables (Wk 3, Lec 1) ifs allow you to test if something is true, then executelement: each slot for a variable that an array holds the code you want based on that condition. Index: the number to access each Element Risk vs Reward: Risk is created by uncertainty Switches allow you to compare a value to various Dimension: the number of indeces needed to If the player overcomes the risk, a reward should other values, and execute certain code depending on select an element in a multidimensional array which values it matches be given a reward that matches the risk (Wk 1, Lec 2) (an array that contains (Wk 3, Lec 2) other arrays) - check syntax section for example Static: must include a fixed number of items Event-driven pacing: The player affects the Looping:for, while, do while Dynamic: number of elements can vary - AS3 Allows you to repeat execution of some chunk of speed of the game as the software has to wait for code a certain number of times arrays are like this player input (Wk 3, Lec 2) (Wk 1, Lec 2) Arrays can hold any data type; not restricted to elements of one type Software-driven pacing: The software Software Framework: A generic set of functionality (Wk 2, Lec 1) including data types, architecture, templates and determines the speed of the events Wk 3, Lec 2) processing methodology Game Loop: heartbeat of game, handles Camera model: viewpoint of virtual camera, Polymorphism: The capability of an action drawing the game and updating the game state perspectives or method to do different things based on the (and also sort of user input but not really) (Wk 4, Lec 1) object that it is acting upon (Wk 3, Lec 2) Includes overloading and overriding Gameplay Modes: available gameplay actions Overloading: method does the same thing, but Game Design Document: communicates vision and user interfaces at a specific time is given more parameters of game in sufficient detail to implement In one gameplay mode at a time Overriding: method does a different thing Types: Gameplay modes + shell menus = structure (Wk 4, Lec 2) High concept: short, sell your game concept (Wk 4, Lec 1) Game treatment: More detail, summary of basic Game time: 2 parts: game design
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