1 00:00:00,770 --> 00:00:02,150 Hi, welcome back. 2 00:00:02,840 --> 00:00:12,110 In this video, we will learn how to set up the display service of our game, we will use by the display 3 00:00:12,560 --> 00:00:21,410 set to initialize a window or a screen for display and pass it to a variable and to the function. 4 00:00:21,800 --> 00:00:25,000 We will recap the code from the last video. 5 00:00:25,640 --> 00:00:36,020 First, we will import by game and get by game one point nine by six, then run the second we get a 6 00:00:36,020 --> 00:00:39,600 table of two numbers six Somma zero. 7 00:00:39,920 --> 00:00:45,880 This means that we have six submodular initiated and zero failed. 8 00:00:46,190 --> 00:00:54,530 We will pass an argument for display solution, which is a pair of numbers representing white and the 9 00:00:54,530 --> 00:00:56,040 height in a table. 10 00:00:56,270 --> 00:01:03,230 So our code will be as the following game underscore display equal by game. 11 00:01:04,040 --> 00:01:05,000 Dot display. 12 00:01:05,000 --> 00:01:05,750 Dot set. 13 00:01:05,750 --> 00:01:07,040 Underscore mode. 14 00:01:07,980 --> 00:01:18,660 Between two entities, a table of whites and heights separated by a comma, for example, 800 and 600, 15 00:01:18,780 --> 00:01:28,620 we passed the table of eight hundred and six hundred as the argument to the set underscore moot between 16 00:01:28,620 --> 00:01:38,340 two parentheses function standing for the resolution of the whites, which is eight hundred and the 17 00:01:38,340 --> 00:01:41,400 height is six hundred bexell. 18 00:01:41,580 --> 00:01:47,790 So the whites is eight hundred bexell and the height is six hundred back. 19 00:01:47,790 --> 00:01:55,580 So not that the table contained in the instances of the function so that there are double parentheses. 20 00:01:55,590 --> 00:02:00,360 And after we run our side we get a black screen has a resolution. 21 00:02:00,360 --> 00:02:02,780 Eight hundred by six hundred. 22 00:02:02,820 --> 00:02:13,080 You should use the engines for your games resolution often as you want to assign those numbers to variables 23 00:02:13,080 --> 00:02:16,050 rather than use the numbers again and again. 24 00:02:16,470 --> 00:02:22,710 This can make it easy when you need to modify your program for your game. 25 00:02:23,580 --> 00:02:26,100 So you will use two variables. 26 00:02:26,700 --> 00:02:36,420 One for whites and call display whites for display underscore whites and one for height and call display, 27 00:02:36,420 --> 00:02:47,520 underscore height and pass these two variables to the set underscore mode function as the following. 28 00:02:48,060 --> 00:02:57,780 So to recap the whole of our code again and bought by game then initialization of the by game by game 29 00:02:57,780 --> 00:03:09,300 dot initialize or init function, then adding to variables the whites and the height and after the it 30 00:03:09,330 --> 00:03:16,020 and assigned it to a specific value according to our game resolution. 31 00:03:16,020 --> 00:03:26,880 Then best these two variables to the game underscore this play which will be equal by game display. 32 00:03:26,880 --> 00:03:34,920 Those set underscore mode and between two parentheses the table of the two variables separated by a 33 00:03:34,920 --> 00:03:35,230 code. 34 00:03:35,760 --> 00:03:38,220 Now we want to update the display. 35 00:03:38,760 --> 00:03:40,170 Updating the display. 36 00:03:41,190 --> 00:03:47,210 We need to use a function called Update to update the display of the game. 37 00:03:47,220 --> 00:03:54,030 Service animations are generally a change between different frames over time. 38 00:03:54,030 --> 00:04:03,000 You may think of Lepp object when thinking about animations, and they consist of a series of images 39 00:04:03,000 --> 00:04:06,360 that vary from one page to the following page. 40 00:04:07,080 --> 00:04:16,560 These pages gave the moment when they are flipped through quickly as the contents of the page appear 41 00:04:16,560 --> 00:04:24,090 to be in motion and computer game frames are used rather than pages. 42 00:04:24,510 --> 00:04:33,600 So we will use the concept of loving frames so a function that can be used to update the display of 43 00:04:33,600 --> 00:04:42,450 the game service that are called Flip, and it can be encoded as a following by game display dot flat 44 00:04:42,660 --> 00:04:43,200 method. 45 00:04:43,920 --> 00:04:52,740 But most frequently the update method or function is used and instead of function or method because 46 00:04:52,740 --> 00:04:59,660 it will update only portion of the screen, rather the entire area saving memory. 47 00:04:59,940 --> 00:05:09,360 So our code will be as the following by game, the display update method and run all the cells again 48 00:05:09,930 --> 00:05:20,460 to restart importing by game to avoid the error of not importing by game as it restarted after every 49 00:05:20,460 --> 00:05:29,700 display, after every time we run all of the cells and close this screen display, we should restart 50 00:05:29,700 --> 00:05:30,570 our control. 51 00:05:30,600 --> 00:05:43,590 Our convert started so we will run our cells again and again to display the display screen or run our 52 00:05:43,590 --> 00:05:44,580 code correctly. 53 00:05:45,150 --> 00:05:49,740 To avoid that, we can copy all the code in one cell. 54 00:05:50,190 --> 00:05:51,300 At this point. 55 00:05:51,300 --> 00:05:53,610 We reached the end of this lecture. 56 00:05:53,690 --> 00:05:56,670 Hope you enjoyed this lecture and you get all of that. 57 00:05:56,670 --> 00:06:00,880 Thanks for being here and thanks for watching t Mac Viju.