QUANTI
  • 1. The gravitational acceleration constant
A) 9.81ft/s²
B) 3.22m/s²
C) 32.2m/s²
D) none of these
E) 9.805fts/s²
  • 2. Will wait for the current state playback to end, then switch to the beginning of the next state animation.
A) Sync
B) At End
C) Immediate
D) At Begin
E) none of these
  • 3. Contains multiple root nodes as children in a graph. Each node is used as a state, and provides multiple functions to alternate between states.
A) AnimationBlendTree
B) AnimationNodeStateMachine
C) AnimationNodeAnimation
D) AnimationNodeBlendSpace2D
E) AnimationNodeBlendSpace1D
  • 4. Will turn on auto advance when this condition is set. This is a custom text field that can be filled with a variable name
A) Auto Advance
B) Advance Condition
C) none of these
D) Xfade Time
E) Switch Mode
  • 5. GDscript is based on what programming language?
A) C#
B) none of these
C) Pascal
D) C++
E) Python
  • 6. Emitted when one of a PhysicsBody2D or TileMap's Shape2Ds enters one of this Area2D's Shape2D's.
A) body_shape_entered
B) area_shape_entered
C) none of these
D) body_entered
E) area_entered
  • 7. means reducing its length to 1 while preserving its direction. This is done by dividing each of its direction. This is done by dividing each of its components by its magnitude
A) Normalization
B) none of these
C) unit vector
D) Dot product
E) Reflection
  • 8. Allows scaling the speed of the animation (or reverse it) in any children nodes. Setting it to 0 will pause the animation.
A) TimeScale
B) Seek
C) Transition
D) none of these
E) BlendSpace2D
  • 9. This node can be used to cause a seek command to happen to any sub-children of the animation graph
A) TimeScale
B) Transition
C) Seek
D) none of this
E) BlendSpace2D
  • 10. These events are often generated by the programmers as feedback.
A) InputEvent
B) Actions
C) InputEventAction
D) InputEventKey
E) none of these
  • 11. resist the motion of a moving object
A) none of these
B) momentum
C) friction
D) acceleration
E) deceleration
  • 12. A single image, are not often used, but when they are, represent handles to pick or icons in a complex control (such as a file dialog).
A) none of these
B) Font
C) StyleBox
D) Color
E) Texture
  • 13. Why does Godot not use STL?
A) STL is easy to use
B) STL is old
C) STL is easy to use
D) STL templates create very large symbols
E) STL is more suited for 3D modeling
  • 14. This is similar to 2D blend spaces, but in one dimension
A) none of these
B) Transition
C) BlendSpace1D
D) BlendSpace2D
E) StateMachine
  • 15. Is it possible to use Godot to create non-game application?
A) Probably
B) none of these
C) No
D) Maybe
E) Yes
  • 16. Every control that uses text can be assigned used to draw strings
A) StyleBox
B) Texture
C) Font
D) none of these
E) Control
  • 17. How should not assets be created to handle multiple resolutions and aspects ratios?
A) none of these
B) Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead.
C) Choose a single base resolution for your game
D) For user interfaces, use the anchoring to determine where controls should stay and move. If UIs or more complex , consider learning about Containers.
E) Use the stretch options in Godot
  • 18. Notifies when an animation finished playing.
A) none of these
B) animation_finished
C) animation_changed
D) catches_cleared
E) animation_started
  • 19. Simplified version of the following
A) AnimationNodeAnimation
B) AnimationBlendSpace1D
C) AnimationNodeStateMachine
D) AnimationNodeBlendTree
E) AnimationNodeBlendSpace2D
  • 20. allows you to add an extra scaling factor on top of what the Stretch options above already provide
A) Stretch Aspect = Keep Height
B) none of these
C) Stretch Aspect = Expand
D) Stretch Aspect = Keep Width
E) Stretch Aspect = keep
  • 21. In this node, the size specified in display/width and display/height in the project settings is stretch to cover the whole screen (taking the stretch aspect setting into account).
A) Ignored
B) Viewport
C) Disabled
D) 2D
E) none of these
  • 22. Root nodes can be created and connected via lines. States are connected via transition, which are connections with special properties. Transitions are uni-directional, but two can be used to connect in both ways.
A) Transition
B) BlendSpace2D
C) StateMachine
D) none of these
E) BlendSpace1D
  • 23. A single numerical constant. Generally used to define spacing between components or alignment.
A) StyleBox
B) Color
C) Font
D) Texture
E) none of these
  • 24. Emitted when another Area2D enters this Area2D.
A) none of these
B) area_shape_entered
C) body_shape_entered
D) body_entered
E) area_entered
  • 25. Contains many blend type nodes, such as mix, blend2D, blend3D,one shot, etc. this is one of the most commonly used roots.
A) AnimationNodeBlendTree
B) AnimationNodeStateMachine
C) AnimationNodeAnimation
D) AnimationNodeBlendSpace1D
E) AnimationNodeBlendSpace2D
  • 26. with or without transparency. It is usually applied to fonts and icons.
A) Font
B) Texture
C) Color
D) StyleBox
E) none of these
  • 27. if a ball rolls and falls down a table what is most likely will happen?
A) gravity pulls it down
B) none of these
C) gravity pulls it down and still move along by how much it roll
D) momentum is conserve
E) gravity pulls it down and bounces
  • 28. No stretching happens. One unit in the scene corresponds to one pixel on the screen.
A) Disabled
B) Ignore
C) Viewport
D) none of these
E) 2D
  • 29. it represents the mass and velocity of an object
A) deceleration
B) momentum
C) acceleration
D) friction
E) none of these
  • 30. Which platforms is not supported by Godot for exporting your game?
A) iOS
B) Android
C) none of these
D) Alienware
E) Windows
  • 31. The area replaces physics properties, and lower priority areas are ignored.
A) Combine-Replace
B) Combine
C) Replace
D) Replace-Combine
E) none of these
  • 32. This means that the original resolution will be stretched to exactly fill the screen, even if it's wider or narrower
A) Ignore
B) 2D
C) Disabled
D) none of these
E) Viewport
  • 33. a force that let airplanes fly
A) lift
B) air force
C) gravity
D) none of these
E) downforce
  • 34. an act of an object when it is getting slower
A) none of these
B) friction
C) acceleration
D) deceleration
E) momentum
  • 35. Which programming language is not supported in Godot?
A) C#
B) Basic
C) GDScript
D) none of these
E) C++
  • 36. is an operation on two vectors that returns a scalar.
A) Normalization
B) Dot product
C) none of these
D) unit vector
E) Reflection
  • 37. vectors aligned perpendicularly to a surface, defining its direction. They are commonly used for lighting, collisions, and other operations involving surfaces.
A) unit vector
B) Dot product
C) Normalization
D) none of these
E) Reflection
  • 38. Allows to disable this transition ( it will be not used during travel or auto advance).
A) Xfade Time
B) Priority
C) Switch Mode
D) none of these
E) Disabled
  • 39. The area replaces any gravity/damping calculated so far, but keeps calculating the rest of the areas.
A) none of these
B) Replace
C) Replace-Combine
D) Combine-Replace
E) Combine
  • 40. setting define how to base sizes stretched to fit the resolution of the window or screen.
A) Disabled
B) Viewport
C) 2D
D) none of these
E) Ignore
  • 41. Emitted when a PhysicsBody2D or TileMap enters this Area2D
A) none of these
B) area_entered
C) body_entered
D) body_shape_entered
E) area_shape_entered
  • 42. if a hammer falls down an elevator that is moving upward, what is most likely will happen?
A) gravity pulls it down and bounces
B) none of these
C) momentum is conserve
D) gravity pulls it down and still stops immediately
E) gravity pulls it down
  • 43. We can use this fact to detect whether an objects is facing toward another object.
A) none of these
B) unit vector
C) Reflection
D) Dot product
E) Normalization
  • 44. Contains Joysticks/Joypad button information.
A) none of these
B) InputEventKey 4/4
C) Actions
D) InputEventAction
E) InputEvent
  • 45. We can use this fact to detect whether an objects is facing toward another object.
A) Normalization
B) Dot product
C) none of these
D) unit vector
E) Reflection
  • 46. If the currently being played animation changes, this signal will notify of such change.
A) animation_changed
B) none of these
C) animation_finished
D) animation_started
E) caches_cleared
  • 47. the time to cross-fade this state and the next.
A) Auto Advance
B) Xfade Time
C) none of this
D) Switch Mode
E) Advance Condition
  • 48. if the screen is taller than the base size, black bars are added at the top and bottom (letterboxing). But if the screen is wider that the base resolution the viewport will be grown in the horizontal direction ( and more content will be visible to right).
A) Stretch Aspect Keep Width
B) Stretch Aspect = Keep Height
C) none of these
D) Stretch Aspect = Expand
E) Stretch Aspect = Keep
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