Understanding Data Representation and Game Platforms in Computer Science
This module explores the foundational concepts of data representation and platforms in computer science. Learn how computers store various data types, including numbers, text, graphics, and sound, using binary representation (0s and 1s). Discover the process of data collection for decision-making and analysis, especially in gaming. Additionally, obtain insights into creating game environments by building platforms (floors, walls, ceilings) and defining sprite coordinates for an immersive gaming experience. Enhance your skills in data management and game development.
Understanding Data Representation and Game Platforms in Computer Science
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Presentation Transcript
Data Representation • http://www.youtube.com/watch?v=krHXu21nzlc • http://www.youtube.com/watch?v=7cXEOWAStq4 • Data Representation refers to the methods used internally to represent information stored in a computer. Computers store lots of different types of information: • numbers • text • graphics of many varieties (stills, video, animation) • Sound • All information stored in a computer is represented by a “0” or a “1”
Data Collection • Data collection: obtain information to keep on record, to make decisions about important issues, or to pass information on to others • This is what we do with your grades and exams at school • Gaming companies collect data from people to see what type of game or what features in games • They also record players when playing games to see how they react to certain events
What are Platforms • http://www.youtube.com/watch?v=-KDEWJyQEdk • Platforms are obstacles that can effect your game • Most often your player cannot go through them • You will start building and placing platforms. • We are going to make • Floors • Walls (east and west sides of your map) • Ceilings
Floor Sprite • Pixel size: 480x50 • Will go on the Y0 level • Name all of the sprites: Flr X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The -165 moves the sprite down on the Y-axis so it appears at the bottom
Floor Sprite Continue…. • Create Floor Sprites for all of your sprites that are on the Y0 level. • For example: • See next slide
West Wall • Pixel size: 50x360 • These walls will go on all sprites on the X0 level. Name all of the sprites: WW X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The -240 moves the sprite left on the X-axis so it appears at the left side of the screen
West Wall Sprite Continue…. • Create WW Sprites for all of your sprites that are on the X0 level. • For example: • See next slide
Ceiling Sprite • Pixel size: 480x50 • Will go on the Y5 level (yours could be higher) • Name all of the sprites: Ceil X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The 165 moves the sprite down on the Y-axis so it appears at the top
West Wall • Pixel size: 50x360 • These walls will go on all sprites on the X0 level. Name all of the sprites: WW X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The -240 moves the sprite left on the X-axis so it appears at the left side of the screen
Ceiling Sprite Continue…. • Create Floor Sprites for all of your sprites that are on the Y5 level. • For example: • See next slide
East Wall • Pixel size: 50x360 • These walls will go on all sprites on the X5 level. Name all of the sprites: EW X-Y • Use your Coordinates for the name • The Coordinates will be the multiplier • The 240 moves the sprite left on the X-axis so it appears at the right side of the screen
East Wall Sprite Continue…. • Create EW Sprites for all of your sprites that are on the X5 level. • See next slide