 graphic organizers in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion.

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Presentation transcript:

 graphic organizers in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or video game sequence.illustrationsimagespre-visualizingmotion picture animationmotion graphic  visual layout of events as they are to be seen by the player or viewer  Helps to make the games because it is cheaper to make changes to a storyboard than a programmed piece of software

Vertical: Y-Axis

 You will create a scrolling landscape.  Each Box will be a 480x360 sprite (it takes up the entire screen)  Each cell needs to be labeled, starting with Sprite 0  Create 10 sprites (be creative) Sprite 4 Draw Here Sprite 0 Sprite 1Sprite 2 Sprite 5Sprite 3 Draw Here

 Draw your sprites from your storyboard  Make them colorful.  WARNING: make sure each cell is 480x380 pixels or your program will not work.  Name your sprites accurately with our naming convention from the storyboard.

 It is important that you name your sprites accurately  We are going to have new naming convention for the sprites that scroll Scr X-Y (the X-Y represents the X-Y coordinates of where the sprite will be on the grid of scrolling sprites.  These are my original horizontal scrolling sprites from Mod 7 and the new vertical scrolling sprites from Mod 8

X-Axis Y-Axis

 scrolling is sliding text, images or video across a monitor or display  vertically or horizontally

ScrollY : This variable will be what controls the scrolling ScrollY is the variable that sets the location of each scrolling sprite on the y-axis Up and Down arrows change the value Place it on the Stage Add this code

 To appear to be moving up, the sprite needs to move down; use a negative value  To appear to be moving down, the sprite needs to move up; use a positive value (+5) (-5)

 This is the value of any positive or negative number.  We use this to control if a sprite shows or hides  If a sprites Y position is -240, then its ABS is 240.  If a sprites Y position is 240, then its ABS is 240.

Name: ScrollY Multiplier --This function received user input and moves the sprite up and down --This formula changes for each sprite Name: ABS Hider --This function determines if we want to hide our sprite or show it --This does NOT change for each sprite

 The sprite name matches up with the multiplier for the Scrolling Multiplier Function  Scr 0-4  Located on (0,4) of XY grid  Multiplies Scroll X by 0  Multiplies Scroll Y by 4

X-Axis Y-Axis

 This is based upon the name of your sprite  The ABS functions are the same for all new sprites that are on the X zero level (that means they have a 0 for its x coordinate)

 Update all sprites on the zero level of Y with the ScrollY multiplier and ABS functions  Update Scr 0-0 with the following code  You are adding the ScrollY multiplier  You are adding the ABS Hider for the y-position  Scr 0-0 should have only these codes…nothing more or nothing less.

 You are adding these two blocks of code  They allow the screen to scroll when the player if falling with our gravity algorithm

 These are Interactive items that the player can gather  They can be for the following:  Health  Time  Points  Ammo  Or whatever you want  Name your pick up sprites the following:  Pickup# (for example: Pickup1)

 Add a ScrollY multiplier based upon the location of where it will be on Y-axis  All of mine are on the zero level  Add this ABS function to hide the pickup when scrolling upwards or downwards.