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CS Grade 6-8

CS: Animation and Simulation Concepts

Using code to create motion, models, and interactive worlds

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Practice key ideas behind computer animation and simulation, including frames, sprites, variables, loops, events, randomness, and model accuracy.

Read each problem carefully. Write clear answers and show any steps or reasoning in the space provided.

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Using code to create motion, models, and interactive worlds

CS - Grade 6-8

Instructions: Read each problem carefully. Write clear answers and show any steps or reasoning in the space provided.
  1. 1
    A ball shown moving step by step to the right with an arrow indicating motion.

    In a computer animation, a ball moves 4 pixels to the right each frame. If the animation runs for 10 frames, how far to the right will the ball move?

  2. 2

    Explain the difference between an animation and a simulation.

  3. 3
    A sprite moves right across an unlabeled grid while staying at the same height.

    A sprite has an x-position of 20 and a y-position of 50. Each frame, its x-position increases by 5. What will its x-position be after 6 frames?

  4. 4
    A pressed keyboard key triggers a game character to jump.

    A game character should jump when the space bar is pressed. What type of programming concept is being used to detect the key press?

  5. 5
    A sprite reaches the edge of a screen and turns around to move the other way.

    Look at this pseudocode: repeat forever: move sprite 3 steps; if sprite touches edge: turn around. What behavior will the sprite show?

  6. 6

    Why are loops useful in animation programs?

  7. 7
    Sunlight, water, and soil affect a growing plant.

    A simulation of plant growth uses sunlight, water, and soil quality as variables. Choose one of these variables and describe how changing it could affect the simulation.

  8. 8
    A car speeds up as it moves along a road.

    A car simulation uses the rule: speed = speed + 2 each second. If the car starts at 0 meters per second, what is its speed after 5 seconds?

  9. 9
    Many animation frames appear next to a stopwatch to represent frame rate.

    In an animation, the frame rate is 30 frames per second. What does this mean?

  10. 10
    A bouncing ball follows a path while air resistance is shown as ignored.

    A bouncing ball simulation does not include air resistance. Explain why this is an assumption and how it might affect the simulation.

  11. 11
    Three walking sprite poses repeat in a loop to show a walk cycle.

    A sprite changes costumes in this pattern: walk1, walk2, walk3, walk1, walk2, walk3. What animation idea does this demonstrate?

  12. 12
    Fish are scattered in different starting locations in an underwater scene.

    A fish simulation uses random numbers to choose each fish's starting location. Why might randomness make the simulation more realistic?

  13. 13

    A student writes code for a sprite to move right, but the sprite moves left. Name one thing the student should check while debugging.

  14. 14
    Two sprite shapes overlap, showing a detected collision.

    In a simple collision detection system, two sprites are considered to collide when their shapes overlap. Give one example of what a program might do after detecting a collision.

  15. 15
    A traffic light shows red, yellow, and green states in a cycle.

    A simulation of a city traffic light uses three states: red, yellow, and green. Explain why states are useful in this type of program.

LivePhysics™.com CS - Grade 6-8

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