Title: CH06 QZ
Course: RITA MC - GAME DESIGN > Section: Module 2

Q: When you add an instance on top of an existing instance, the ________________ is deleted.
- old existence
- background
- existing instance
- none of the above
- all of the above
A: existing instance

Q: _________ refers to the part of the game that allows the player to make selections concerning title screens, buttons to start a new game or load a saved game.
- front-end
- back-end
- framework
- none of the above
- all of the above
A: front-end

Q: _________ work like a countdown for triggering alarm events.
- Relevant alarms
- obj_events
- alarm actions
- none of the above
- all of the above
A: alarm actions

Q: All __________have a NOT field.
- wall objects
- conditions
- conditional actions
- variables
- resources
A: conditional actions

Q: When both the child and the parent have the same event with different actions, then the actions of the child are used for the ______, and the action of the parent are used for the ________.
- parent/parent
- child/parent
- parent/child
- child/child
- none of the above
A: child/parent

Q: What causes the warning message saying that there are instances running outside the room?
- you accidentally move the mouse outside the room while adding objects
- you forgot to save the last change
- you created an endless loop
- none of the above
- all of the above
A: you accidentally move the mouse outside the room while adding objects

Q: When an action refers to a parent object, this includes instances of the ________ object, as well.
- primary
- parent
- child
- none of the above
- all of the above
A: child

Q: A collision event with a parent object ___________ collisions with children of that object.
- does not apply to
- causes
- also applies to
- none of the above
- all of the above
A: also applies to

Q: A collision event with a child object _____________ collisions with parents of that object.
- does not apply to
- inherits
- also applies to
- none of the above
- all of the above
A: does not apply to

Q: In parenting objects, parents can have parents, however, you ________ create cycles of parents.
- must
- often will
- must not
- none of the above
- all of the above
A: must not

Q: Define Physics and its value in GameMaker Studio.

Q: To set up a physics world, we create a new room.
- True
- False
A: True

Q: In a physics simulation you have three types of objects, which of the following is NOT one of those types?
- Static
- stationary
- dynamic
- kinematic
A: stationary

Q: Which of the following is NOT what occurs when you enable physics in GameMaker Studio?
- you would have a collision event and then have some code or action to deal with it.
- collisions will be handled automatically
- collisions will be resolved by GameMaker
- bounce angles and velocities are calculated for you
A: you would have a collision event and then have some code or action to deal with it.

Q: To determine how an object interacts with other physics bodies in a game, or to tell GameMaker what properties the physics body will have we define _________________.
- variables
- fixtures
- debugging
- events
A: fixtures

Q: A __________ body is one that participates in the full physics simulation and it will react to any forces it is applied to, like gravity or when in a collision.
- Static
- inert
- dynamic
- kinematic
A: dynamic

Q: For physics bodies to collide, the instance that has physics enabled must have a ___________, even if it only has a comment.
- action
- collision event
- event
- fixture
A: collision event

Q: This is a joint that is created at a position in the room and that joins two instances around that point.
- revolute
- pulley
- articulated
- none of the above
A: revolute

Q: Joints are defined in _________space and not _______space, so you should create the instances and place the joints based on their room coordinates.
- world, global
- global. local
- local, world
- world, local
A: world, local

Q: This will connect two instances or two positions in the world space, but permit them to move around within their constraints.
- revolute
- pulley
- articulated
- none of the above
A: revolute