1 00:00:00,640 --> 00:00:08,860 Hello and welcome to Section 9 of this complete Iowas bootcamp if you have managed the past eight sections 2 00:00:08,860 --> 00:00:14,140 I should congratulate you and that is really an amazing achievement in this section. 3 00:00:14,140 --> 00:00:20,350 I'm going to try to bring a lot of the learnings from the past eight sections together and produce a 4 00:00:20,380 --> 00:00:22,090 puzzle game for you. 5 00:00:22,090 --> 00:00:28,300 Now this section has some new things in it but most of it is going to be a review of the things we have 6 00:00:28,300 --> 00:00:34,300 done for real applications before I jump into explaining what we're going to do in this section Let 7 00:00:34,300 --> 00:00:39,860 me show you the final product because I think that would really help us understand what's happening. 8 00:00:39,910 --> 00:00:42,460 This is kind of the final product that we'll have. 9 00:00:42,460 --> 00:00:44,350 It is a memory puzzle game. 10 00:00:44,350 --> 00:00:50,320 As I said that you can tap on different images for instance and compare them against each other and 11 00:00:50,320 --> 00:00:56,060 if they are the same obviously it means that you have successfully managed to find one tile. 12 00:00:56,200 --> 00:01:02,680 And as you go along by the end of it you have a game known as state if you managed to find every single 13 00:01:02,710 --> 00:01:03,510 image. 14 00:01:03,520 --> 00:01:05,470 Now there are a few things to keep in mind. 15 00:01:05,470 --> 00:01:11,200 There is a timer in the game that counts the time and every time you reset that obviously resets itself 16 00:01:11,200 --> 00:01:12,220 to zero. 17 00:01:12,250 --> 00:01:14,610 The game can be played in different modes. 18 00:01:14,610 --> 00:01:22,490 You can play a 4 by 4 6 4 6 or a very complicated 8 by 8 which would take literally forever to finish. 19 00:01:22,750 --> 00:01:27,670 And then there is something in the game that changes the type of the game we can play that game based 20 00:01:27,670 --> 00:01:33,260 on text that you can actually compare numbers which is actually a lot easier to play. 21 00:01:33,340 --> 00:01:38,770 Or you can actually go ahead and play the game in images mode which the image is and what obviously 22 00:01:38,770 --> 00:01:45,190 is more complicated because you have to remember the image that you saw in in each time. 23 00:01:45,190 --> 00:01:49,970 Now that's kind of the interface that we have and that's kind of the end goal of the game. 24 00:01:50,020 --> 00:01:55,670 The text part and all the three different modes are the basic stuff of the game. 25 00:01:55,750 --> 00:02:02,170 And then by the end of the game I will show you how to do the advanced topic which is switching between 26 00:02:02,500 --> 00:02:04,540 text or images. 27 00:02:04,540 --> 00:02:07,570 Now there are a lot of things that we have to do to develop this game. 28 00:02:07,570 --> 00:02:09,090 We have to design our interface. 29 00:02:09,100 --> 00:02:14,500 We have to learn how to produce a number of tiles depending on our game mode. 30 00:02:14,660 --> 00:02:16,650 You have to randomize all of those times. 31 00:02:16,660 --> 00:02:21,890 We have to learn how to deal with the touch events and detect the time that we have touched on. 32 00:02:22,000 --> 00:02:24,580 And then we have to have the timer reset matters. 33 00:02:24,580 --> 00:02:31,820 And the most important thing we have to have a mechanism in place for doing the reveal and compare. 34 00:02:31,960 --> 00:02:34,770 So I got 1 0 they are not a match. 35 00:02:34,890 --> 00:02:36,170 I got three and four. 36 00:02:36,190 --> 00:02:37,360 They are the match. 37 00:02:37,360 --> 00:02:38,950 I got five on one. 38 00:02:38,950 --> 00:02:43,270 They are another match and I got one one finally and they are a match. 39 00:02:43,300 --> 00:02:48,070 So I have to have a system in place that I compare two times against each other. 40 00:02:48,250 --> 00:02:52,600 And then of course we'll have a game a state and a game worn at the end. 41 00:02:52,600 --> 00:02:57,370 Now a lot of the things that I will do for you throughout this quarter are things that we have done 42 00:02:57,370 --> 00:03:03,820 before but this is going to be a lot of programming concepts that I will show you things that you have 43 00:03:03,820 --> 00:03:06,990 to think about as you program your stuff. 44 00:03:07,000 --> 00:03:12,600 You have to think about well if I want to compare two times what should I do if I want to. 45 00:03:12,630 --> 00:03:13,570 Philip Etoile. 46 00:03:13,580 --> 00:03:14,700 What should I do. 47 00:03:14,710 --> 00:03:17,840 What's the best way for presenting an item. 48 00:03:17,980 --> 00:03:24,670 And those are things that are really important mothers of of making an application or a game in this 49 00:03:24,670 --> 00:03:25,410 case. 50 00:03:25,420 --> 00:03:31,370 So a lot of guns to cover memory game positive strafed a lot of things to do. 51 00:03:31,450 --> 00:03:32,640 And let's get to start with.