1 00:00:00,600 --> 00:00:05,580 So and just listen I'm going to finish the tiles and make them show up what's in the horizontal axis 2 00:00:05,640 --> 00:00:10,810 as well as the vertical axis and that's good to exclude and see how we're going to do that. 3 00:00:10,920 --> 00:00:16,870 This piece of code essentially produces four tiles for me on the horizontal level. 4 00:00:16,950 --> 00:00:22,140 So they have to do is I have to duplicate these four times on the vertical level which is going to be 5 00:00:22,230 --> 00:00:23,070 very simple. 6 00:00:23,070 --> 00:00:29,410 I'm going to save for this call this one a V in 0 until game mode. 7 00:00:29,730 --> 00:00:31,620 Just like what we had done before. 8 00:00:31,800 --> 00:00:34,920 Let's repeat the entire h order up. 9 00:00:35,010 --> 00:00:41,200 So if I reformat this it becomes a little clearer to see it that we are repeating the same thing that's 10 00:00:41,220 --> 00:00:43,210 happening four times. 11 00:00:43,320 --> 00:00:45,610 If you're doing it four times. 12 00:00:45,690 --> 00:00:50,920 However if we do this right now it's not going to really work the way we were expecting it. 13 00:00:51,080 --> 00:00:53,120 And I mis wrote that. 14 00:00:53,130 --> 00:00:55,350 So it's like that. 15 00:00:55,620 --> 00:01:04,980 So it's not that I actually push them down one step at a time so every time we finish one set of H times 16 00:01:05,240 --> 00:01:09,290 what we have to do is we have to say the same thing that happened in here. 17 00:01:09,300 --> 00:01:14,740 But for the void you have to say why seven plus equal type size. 18 00:01:14,790 --> 00:01:18,170 So Devoy goes down one level. 19 00:01:18,190 --> 00:01:23,720 However every time we finish the H we have to reset the X. 20 00:01:23,900 --> 00:01:29,880 So I'm going to say X then becomes tile size divided by two. 21 00:01:29,940 --> 00:01:37,250 So like that we make sure that every time that we go through one set of the horizontal all the columns 22 00:01:37,530 --> 00:01:43,240 and we want to produce the next row for the next throw We reset everything back to the very beginning 23 00:01:43,680 --> 00:01:47,270 but we push everything down as much as one tiny size. 24 00:01:47,520 --> 00:01:49,760 Let's see how that works for us. 25 00:01:52,000 --> 00:01:56,580 Now as you can see if you have all the 16 times in here obviously they don't do anything or they don't 26 00:01:56,580 --> 00:02:01,350 show anything and that's something we have to have to work with right now because we want to be able 27 00:02:01,350 --> 00:02:05,090 to see something visible on each of these labels. 28 00:02:05,130 --> 00:02:12,350 So I'm going here when I make the time I'm going to get say every tile has a very large font. 29 00:02:12,390 --> 00:02:17,780 So it's going to be you I font system font of size are you. 30 00:02:17,780 --> 00:02:21,860 I found that system fond of size. 31 00:02:22,110 --> 00:02:24,470 I want to make it somewhere about. 32 00:02:24,960 --> 00:02:32,130 This is an iPad so I could actually go all the way to about 50 for instance I want to have a ball. 33 00:02:32,490 --> 00:02:33,240 Wait for it. 34 00:02:33,240 --> 00:02:35,120 So it's actually quite clear. 35 00:02:35,310 --> 00:02:45,110 Then I'm going to say each time Dot tile dot text alignment becomes less a alignment thoughts center. 36 00:02:45,120 --> 00:02:46,860 So they are all in the center. 37 00:02:46,860 --> 00:02:49,710 And now I have to produce a number for each of them. 38 00:02:49,710 --> 00:02:54,200 So essentially we have to be able to see a value for them in here. 39 00:02:54,270 --> 00:03:03,000 And for now we're going to make them numeric values so it's going to be 0 1 2 3 4 5 6 7 so on and so 40 00:03:03,000 --> 00:03:06,670 forth we're going to throw all the numbers all the way to the end so to do that. 41 00:03:06,690 --> 00:03:12,240 I'm going to go ahead and show you a little bit of a mathematical formula but then I'm going to simplify 42 00:03:12,240 --> 00:03:14,250 it and write it an easier way. 43 00:03:14,410 --> 00:03:20,180 Then mathematical They are fighting this would simply be saying tile dots text. 44 00:03:20,220 --> 00:03:31,950 There's value that you're trying to produce is this is going to be what ever we have on the h h h plus 45 00:03:32,340 --> 00:03:37,660 whatever we have in the V multiplied by game mode. 46 00:03:37,980 --> 00:03:45,690 And the reason for that is this when we are on the V zero which is this one the top row. 47 00:03:45,930 --> 00:03:53,990 Then we get the numbers 0 1 2 3 and we come to this one in here we get to V which is one multiplied 48 00:03:53,990 --> 00:03:55,730 by game mode which is four. 49 00:03:55,740 --> 00:03:59,010 So we add four on top of 0 1 220. 50 00:03:59,010 --> 00:04:01,610 So it becomes 4 5 6 seven. 51 00:04:01,620 --> 00:04:03,090 So on and so forth. 52 00:04:03,090 --> 00:04:04,710 Let's see if that actually works. 53 00:04:06,460 --> 00:04:12,830 And that's giving us numbers from 0 to 15 which is the 16 tilers in here not if this is something that 54 00:04:12,830 --> 00:04:15,240 you're comfortable with that's perfectly fine. 55 00:04:15,250 --> 00:04:19,670 We can use it like this if this is something that you feel like you know you want to have an easier 56 00:04:19,670 --> 00:04:20,490 solution. 57 00:04:20,510 --> 00:04:24,050 I'm going to show you another solution and perhaps an easier solution. 58 00:04:24,120 --> 00:04:25,180 And the easiest solution. 59 00:04:25,200 --> 00:04:32,810 I'm going to introduce a new variable up here and what I call this valuable counter which is by default 60 00:04:32,810 --> 00:04:33,640 the zero. 61 00:04:33,920 --> 00:04:43,000 And so every time we produce an actual tile we use that to value counter to show the text in here. 62 00:04:43,090 --> 00:04:46,050 I'm going to say the value is actually counter. 63 00:04:46,340 --> 00:04:53,150 And of course every time we make a tile and we show it I'm going to say counter plus equal one it adds 64 00:04:53,150 --> 00:04:54,510 1 to itself. 65 00:04:54,560 --> 00:04:59,810 And if Iran is now we should be able to see essentially exactly the same thing. 66 00:04:59,830 --> 00:05:01,940 There's zero to 16. 67 00:05:01,940 --> 00:05:03,050 Zero to 15. 68 00:05:03,050 --> 00:05:09,750 Based on the counter the only defense in here right now is we are not using the V an H for anything. 69 00:05:09,770 --> 00:05:15,080 So I could essentially replace them with underscores because I don't want to have warnings for no good 70 00:05:15,080 --> 00:05:15,690 reason. 71 00:05:15,860 --> 00:05:21,870 So depending on what you choose to do you could either keep them or you can just make counter. 72 00:05:22,010 --> 00:05:27,890 There is however another thing that we still have to do in here and that is very important because this 73 00:05:27,890 --> 00:05:34,340 is a memory game and we need to have pairs of tiles we have to make sure that whatever numbers we get 74 00:05:34,730 --> 00:05:37,400 at some point we get the mirror off them. 75 00:05:37,400 --> 00:05:43,590 So essentially if this is a four by four game we should have eight styles and then another eight others 76 00:05:43,610 --> 00:05:45,400 which are exactly like those guys. 77 00:05:45,530 --> 00:05:47,260 So essentially zero to seven. 78 00:05:47,330 --> 00:05:52,070 And then again 007 don't worry about randomising it just yet. 79 00:05:52,070 --> 00:05:54,800 For now let's just make the tiles in order. 80 00:05:55,010 --> 00:06:00,890 So to do that I'm going to go ahead in here and say every time that I want to show the counter I'm going 81 00:06:00,890 --> 00:06:17,690 to test I'm going to say if the counter is already larger than game mod multiplied by game mode divided 82 00:06:17,720 --> 00:06:25,270 by 2 if that has happened then what we have to do is we have to reset the counter to zero. 83 00:06:25,430 --> 00:06:31,880 So if Actually I shouldn't have used larger and this is one of those things that I said that you can 84 00:06:31,880 --> 00:06:34,070 to know exactly what's coming up. 85 00:06:34,100 --> 00:06:41,960 So if the counter reaches a number such as 8 we shouldn't produce it because that's that we should say 86 00:06:41,960 --> 00:06:46,020 0 to 7 and then at 8 it has to become zero again. 87 00:06:46,130 --> 00:06:53,990 So if counter becomes equal to game more per game more divided by 2 which is half the between deck tiles 88 00:06:54,290 --> 00:06:58,500 then we have to reset the counter and then we keep adding to the counter again. 89 00:06:58,520 --> 00:07:02,570 So it goes from 0 to 7 and then goes from 0 to 7 again. 90 00:07:02,900 --> 00:07:05,900 Let's see if that works the way I'm explaining it. 91 00:07:05,900 --> 00:07:09,920 So here we have a zero to seven and another zero to seven. 92 00:07:10,010 --> 00:07:11,990 So that's about it for this lesson. 93 00:07:11,990 --> 00:07:19,490 By now we have all of our titles going from 0 2 0 7 0 0 to 7 is 16 of them and I'm just going to manually 94 00:07:19,490 --> 00:07:22,350 change something to show you that everything is working. 95 00:07:22,400 --> 00:07:28,400 If you've been in a game mode such as six then we should be able to see six six thirty six. 96 00:07:28,420 --> 00:07:32,990 We should be able to see 18 0 to 17 and 0 to 17. 97 00:07:33,080 --> 00:07:34,880 And that's working again as well. 98 00:07:35,000 --> 00:07:37,070 So everything is working up until now. 99 00:07:37,100 --> 00:07:40,540 We have all the toys are obviously no interaction or nothing yet. 100 00:07:40,760 --> 00:07:43,090 I'm going to reset this back to 4. 101 00:07:43,100 --> 00:07:46,450 So if we go back to what we had and I want to show you something else. 102 00:07:46,460 --> 00:07:54,260 For those of you who chose to stay with their V and H mechanism because in your it's very easy to reset 103 00:07:54,290 --> 00:07:55,160 the counter. 104 00:07:55,310 --> 00:07:58,780 But if you are using those values then you have to do something like this. 105 00:07:58,790 --> 00:08:10,580 You have to say if h plus V multiplied by game mode if that value is a cube and two game moves by game 106 00:08:10,670 --> 00:08:21,230 mode divided by two if it got there then from this point on you have to get the value this value and 107 00:08:21,230 --> 00:08:31,440 then from that you have to subtract half because these values and you can change them just like counters. 108 00:08:31,670 --> 00:08:35,460 But rather you have to actually get the value and subtract from it. 109 00:08:35,540 --> 00:08:37,750 And let me explain to you what it means. 110 00:08:37,760 --> 00:08:41,590 It means that as long as you haven't reached let's say eight. 111 00:08:41,690 --> 00:08:52,230 So the numbers they go up 1 2 3 4 5 6 7 0 4 0 0 for one euro OK all the way to when we reach seven. 112 00:08:52,280 --> 00:08:58,030 But when you reach eight is it going to subtract from itself half of the numbers. 113 00:08:58,040 --> 00:09:02,570 Which is another eight which obviously produces zero again. 114 00:09:02,690 --> 00:09:07,930 So many creatures and numbers such as I don't know for mean that is going to subtract eight from me. 115 00:09:07,960 --> 00:09:09,730 And it produces six again. 116 00:09:09,940 --> 00:09:16,510 So for those of you who chose to go with an ancient system I keep in mind that you can reset it like 117 00:09:16,510 --> 00:09:16,780 this. 118 00:09:16,780 --> 00:09:19,210 You have to reset it slightly differently. 119 00:09:19,210 --> 00:09:22,120 We all however are continuing with the counter mode. 120 00:09:22,180 --> 00:09:28,420 And if you don't worry about that then it's much easier for you right now. 121 00:09:28,420 --> 00:09:31,490 So with that in mind let's move on to our next lesson.