Computer Science, asked by vempadapudharani, 7 months ago

Choose the best command to be used at the start of your code, to locate the sprite at an initial position every time you play the animation.

Answers

Answered by kaurmanjot7753
1

Explanation:

Keeping track of many shapes and the different variables that control aspects of those shapes can get very complex. There will be lots of variables with different variable names. Instead computer scientists created something called an object which allows for one variable name to control both the shape and all its aspects. In Game Lab we use a certain type of object called a sprite. A sprite is just a rectangle with properties for controlling its look. Properties are the variables that are attached to a sprite. You can access them through dot notation.

Using the Animation Tab, students can create or import images to be used with their sprites. Later on, these sprites will become a useful tool for creating animations, as their properties can be changed and updated throughout the course of a program.

Answered by ZareenaTabassum
0

A sprite is simply a rectangular containing characteristics that affect its appearance.

The Show block is made up of two blocks: "Looks" and "Stack".

If a block's sprites is invisible, it will be revealed; if the sprite has been visible, none will be changed.

It is among the most basic and widely used Looks blocks.

  • The sprite object is presented to children by helping them generate more intriguing and intricate graphics.
  • Each sprite may be allocated a picture to display, and sprites too can keep records of several attributes regarding itself, that will come in handy later on when creating animations.
  • Regular monitoring of several forms and the various factors that govern parts of those shapes may become quite difficult.
  • There will be several parameters with various names. Instead, software engineers invented the objects, which allows individual variable term to govern both the form and all of its properties.
  • In Game Lab, users employ a form of object known as a sprite.
  • Properties include parameters which are associated with a sprite. You could get to them by using dot syntax.
  • Children can utilise the Animation Tab to generate or load pictures that can be used in the sprites.
  • Because their characteristics may be altered and maintained during the life of a programme, those sprites may eventually become such a helpful tool for producing animation.

SPJ2

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