1 00:00:00,510 --> 00:00:01,110 Welcome back. 2 00:00:01,680 --> 00:00:07,420 In this video, we will add school system to our game ball game clone. 3 00:00:07,980 --> 00:00:09,250 So let's begin. 4 00:00:10,080 --> 00:00:13,080 Firstly, we will add two variables. 5 00:00:13,080 --> 00:00:17,550 Score one for the player one and score two for the player two. 6 00:00:18,660 --> 00:00:24,340 And these two variables will be added before the game on variable as a follow. 7 00:00:24,600 --> 00:00:29,300 So score one equals zero and score to equal zero. 8 00:00:29,790 --> 00:00:35,340 So we assign the two variables to the value of zero. 9 00:00:35,610 --> 00:00:43,520 Therefore, the score of the two players are equal zero at the start of the game. 10 00:00:43,860 --> 00:00:54,750 The second step is to increase the score one after the ball hit the wall behind the player two and vice 11 00:00:54,750 --> 00:00:57,170 versa for the score too. 12 00:00:57,570 --> 00:01:07,920 So in the first half statement of the ball algorithm, we add score one plus equals one, and in the 13 00:01:07,920 --> 00:01:14,980 second statement of the ball algorithm, we add score two plus equals one. 14 00:01:15,150 --> 00:01:24,960 Finally, we want to add funds to our game and we can do that by using the font method of the big game 15 00:01:24,960 --> 00:01:25,860 at the following. 16 00:01:26,190 --> 00:01:37,320 So Phonte equal by game dot font dot font with capital F between two parentheses, none for the font 17 00:01:37,320 --> 00:01:41,910 file and one hundred for the font size. 18 00:01:42,120 --> 00:01:54,090 Then render our font as the following text equal font dot render between two parentheses S.G. or Thrane 19 00:01:54,570 --> 00:02:03,210 between two parentheses is code one and one and white and the close parentheses. 20 00:02:04,740 --> 00:02:15,930 You notice that we convert the score one from Intesa time to strike that time to avoid getting an error. 21 00:02:15,930 --> 00:02:31,590 When we run the game, then we use Belet Method or Dot Bennett method to make the score appear on our 22 00:02:31,590 --> 00:02:37,230 screen and make the same two lines of code for the score too. 23 00:02:38,250 --> 00:02:47,190 But we change the position for the score to to be appear in another position rather than the score one 24 00:02:47,190 --> 00:02:48,180 of the player one. 25 00:02:48,510 --> 00:02:59,640 Then we build our Python program to run the gameplan and we have an error due to a typo and score one 26 00:02:59,640 --> 00:03:00,210 spelling. 27 00:03:00,750 --> 00:03:10,950 And after we fixing that typo, we run our game again by building our Python project and it will run 28 00:03:11,280 --> 00:03:17,400 correctly without any errors and our game run correctly without any error. 29 00:03:18,930 --> 00:03:20,070 At this moment. 30 00:03:20,070 --> 00:03:22,440 We reached the end of this lecture. 31 00:03:22,810 --> 00:03:25,800 I hope you enjoyed this review and get all of that. 32 00:03:26,250 --> 00:03:29,600 Thanks for watching and thanks for being here. 33 00:03:30,120 --> 00:03:30,810 See you. 34 00:03:30,810 --> 00:03:32,310 Next lecture.