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<TITLE>appendix A -- Quiz Answers</TITLE>
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<H1><FONT COLOR=#FF0000>appendix A</FONT></H1>
<H1><B><FONT SIZE=5 COLOR=#FF0000>Quiz Answers</FONT></B>
</H1>
<P>
<HR WIDTH="100%"></P>
<P>
<H3 ALIGN=CENTER><FONT COLOR="#000000"><FONT SIZE=+2>CONTENTS<A NAME="CONTENTS"></A>
</FONT></FONT></H3>
<UL>
<LI><A HREF="#Day1" >Day 1</A>
<LI><A HREF="#Day2" >Day 2</A>
<LI><A HREF="#Day3" >Day 3</A>
<LI><A HREF="#Day4" >Day 4</A>
<LI><A HREF="#Day5" >Day 5</A>
<LI><A HREF="#Day6" >Day 6</A>
<LI><A HREF="#Day7" >Day 7</A>
<LI><A HREF="#Day8" >Day 8</A>
<LI><A HREF="#Day9" >Day 9</A>
<LI><A HREF="#Day10" >Day 10</A>
<LI><A HREF="#Day11" >Day 11</A>
<LI><A HREF="#Day12" >Day 12</A>
<LI><A HREF="#Day13" >Day 13</A>
<LI><A HREF="#Day14" >Day 14</A>
<LI><A HREF="#Day15" >Day 15</A>
<LI><A HREF="#Day16" >Day 16</A>
<LI><A HREF="#Day17" >Day 17</A>
<LI><A HREF="#Day18" >Day 18</A>
<LI><A HREF="#Day19" >Day 19</A>
<LI><A HREF="#Day20" >Day 20</A>
<LI><A HREF="#Day21" >Day 21</A>
</UL>
<HR>
<P>
This appendix contains answers to the quiz questions presented
at the end of each lesson. Please refer to these answers to check
your own answers to the questions. I would tell you to feel free
to grade yourself, but this is supposed to be fun!
<H2><A NAME="Day1"><B><FONT SIZE=5 COLOR=#FF0000>Day 1</FONT></B></A>
</H2>
<OL>
<LI>This is just too easy-it's Visual Basic! Just kidding, the
correct answer is Java.
<LI>The opportunity to allow people from all over to share in
an interactive gaming experience.
</OL>
<H2><A NAME="Day2"><B><FONT SIZE=5 COLOR=#FF0000>Day 2</FONT></B></A>
</H2>
<OL>
<LI>The keyboard and mouse.
<LI>It only supports the ULAW sound format and doesn't provide
any means to manipulate sound data.
<LI>A piece of multimedia data used by a game, such as an image
or a sound.
<LI>To tell the story of a game graphically, scene by scene, by
using rough sketches of each scene.
</OL>
<H2><A NAME="Day3"><B><FONT SIZE=5 COLOR=#FF0000>Day 3</FONT></B></A>
</H2>
<OL>
<LI>Software bundles of data and the methods that act on that
data.
<LI>The process of packaging an object's data together with its
methods.
<LI>Because it allows parts of a program to change without subsequently
affecting other parts, resulting in far better control over code
maintenance.
<LI>Performance.
</OL>
<H2><A NAME="Day4"><B><FONT SIZE=5 COLOR=#FF0000>Day 4</FONT></B></A>
</H2>
<OL>
<LI>CompuServe created the GIF image format in 1987 as a means
to establish platform-independence in graphical images.
<LI>The technique of storing an image so that it can be drawn
incrementally as it is being loaded. Interlacing is used frequently
in Web page images.
<LI>The process of reducing the colors in an image to a lesser
number of colors, while still maintaining a similar look.
<LI>A graphical object with multiple animation frames, which are
also known as phases of the object.
<LI>Decide how much you can afford to pay for the artwork, find
out if the artist has experience with computer graphics, and develop
a good idea of what specific artwork you want the artist to create.
</OL>
<H2><A NAME="Day5"><B><FONT SIZE=5 COLOR=#FF0000>Day 5</FONT></B></A>
</H2>
<OL>
<LI>Red, green, blue, and alpha.
<LI>An abstract representation of a drawing surface.
<LI>The <TT><FONT FACE="Courier">FontMetrics</FONT></TT> class.
<LI>To provide a means of monitoring the load progress of images
and (eventually) other media objects.
</OL>
<H2><A NAME="Day6"><B><FONT SIZE=5 COLOR=#FF0000>Day 6</FONT></B></A>
</H2>
<OL>
<LI>The illusion of movement is created by displaying images in
rapid succession with small changes in content between each.
<LI>Frame-based animation and cast-based (sprite) animation.
<LI>Transparency is a technique used to draw only the relevant
part of a rectangular image. This is extremely useful in sprite
animation, where many objects have irregular shapes yet are modeled
as rectangular images.
<LI>Flicker is the annoying phenomenon created when the screen
is erased between each frame of an animation sequence. This is
caused by the rapid combination of erasing and then drawing the
next frame, and it can be fixed only by eliminating the requirement
of erasing the screen.
<LI>Double buffering is a technique that helps eliminate flicker
when displaying an animation. It involves drawing the next frame
of animation to an offscreen buffer and then drawing the buffer
to the screen. This eliminates flicker because the screen never
has to be erased; the offscreen buffer is erased with each new
frame.
</OL>
<H2><A NAME="Day7"><B><FONT SIZE=5 COLOR=#FF0000>Day 7</FONT></B></A>
</H2>
<OL>
<LI>By the integers 0 to 7, where 0 represents 0 degrees (facing
up) and each other integer represents angles increasing by 45
degrees each time. For example, 3 represents 135 degrees and 4
represents 180 degrees.
<LI>The velocity multipliers are used to alter the velocity based
on the direction. For example, if the direction is 2, the angle
is 90 degrees and the sprite is facing right. Therefore, the X
velocity needs to be positive and the Y velocity needs to be zero.
<LI>In the <TT><FONT FACE="Courier">update</FONT></TT> method
of the <TT><FONT FACE="Courier">Tarantula</FONT></TT> class, the
decision of whether to create new spiderlings is determined in
a completely random fashion.
<LI>The same way that they determine whether to create spiderlings:
randomly via the <TT><FONT FACE="Courier">update</FONT></TT> method.
<LI>Two reasons. First, because you want to limit to 10 the number
of sprites that could be added to the list. Second, because you
want to eliminate collision detection and let the tarantulas walk
all over each other.
</OL>
<H2><A NAME="Day8"><B><FONT SIZE=5 COLOR=#FF0000>Day 8</FONT></B></A>
</H2>
<OL>
<LI>Absolute and relative.
<LI>Sorry, this was a little bit of a trick question. The answer
is whichever one works best! The point is that there are no hard
rules when determining the best user input approach in games.
<LI>In Java, it's not! This is a little inside joke for DOS (yikes!)
game programmers. Fortunately, Java frees you from the burdens
of low-level, processor-specific coding such as interrupt routines,
and it lets you deal with input at a more meaningful level.
</OL>
<H2><A NAME="Day9"><B><FONT SIZE=5 COLOR=#FF0000>Day 9</FONT></B></A>
</H2>
<OL>
<LI>An event is simply something that happens that you might want
to know about.
<LI>Call the <TT><FONT FACE="Courier">shiftDown</FONT></TT> method
on the <TT><FONT FACE="Courier">Event</FONT></TT> object that
is passed into the <TT><FONT FACE="Courier">mouseMove</FONT></TT>
event handler method.
<LI>By overriding the <TT><FONT FACE="Courier">mouseExit</FONT></TT>
event handler method.
<LI>The keyboard controls for the saucer are implemented by overriding
the <TT><FONT FACE="Courier">keyDown</FONT></TT> event handler
method and setting the velocity of the saucer according to which
arrow key was pressed. The mouse controls for the saucer are implemented
by overriding the <TT><FONT FACE="Courier">mouseDown</FONT></TT>
and <TT><FONT FACE="Courier">mouseDrag</FONT></TT> methods and
setting the position of the saucer based on the mouse position.
</OL>
<H2><A NAME="Day10"><B><FONT SIZE=5 COLOR=#FF0000>Day 10</FONT></B></A>
</H2>
<OL>
<LI>Frogger! That was just too easy.
<LI>With some lousy, meaningless points!
<LI>The <TT><FONT FACE="Courier">keyDown</FONT></TT> event handler
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