1 00:00:00,330 --> 00:00:01,000 Welcome back. 2 00:00:01,020 --> 00:00:06,980 And this video, we will create floppy fair game clone, so end of our game overview section. 3 00:00:07,140 --> 00:00:14,820 We learn how to create a game with a black screen and how to make our could include that with method 4 00:00:14,940 --> 00:00:22,920 which used X or Q or in the case of the player or the user. 5 00:00:23,040 --> 00:00:28,190 Now we will covid this code set in the sublime tickets. 6 00:00:28,200 --> 00:00:37,410 Ed has the following and after we finish and the process, we can now use these lines of code to be 7 00:00:37,770 --> 00:00:41,660 the starter code for our game and modify that. 8 00:00:41,700 --> 00:00:43,920 So let's begin then. 9 00:00:43,950 --> 00:00:46,800 We will save this file as. 10 00:00:47,820 --> 00:00:55,980 Lobby that by 5:00, we shall ensure that our best system is passed. 11 00:00:58,250 --> 00:01:06,680 And our view, Centex also is biased now we can run our program to ensure that. 12 00:01:07,490 --> 00:01:17,960 Our game or our code is run correctly as the follow fell out logic and to run correctly without any 13 00:01:17,960 --> 00:01:25,070 problem, the first modification to adjust the resolution to be as a following, which equals four hundred 14 00:01:25,070 --> 00:01:33,560 pixels and height, equals six hundred and fifty pixels and run our game by bending over again to run 15 00:01:33,560 --> 00:01:37,290 correctly with the new resolution, as you see. 16 00:01:37,340 --> 00:01:42,700 Then we will involve the random Python Library or module. 17 00:01:43,220 --> 00:01:48,320 So and the third line we will type in bold, random. 18 00:01:49,440 --> 00:01:59,740 And run our project again, and it will run pretty fine without any problems and closed the game window. 19 00:02:00,180 --> 00:02:07,930 Now we will use the random module to load the VIPs images from the fireplace as the following. 20 00:02:08,130 --> 00:02:17,990 So we will create a list of pipes, images, then loses list using by game and random module. 21 00:02:18,330 --> 00:02:30,240 And the following VIPs underscore less equal between two square brackets and two parentheses for the 22 00:02:30,240 --> 00:02:39,540 first image which exists and site assets slashed by. 23 00:02:42,560 --> 00:02:56,090 There's green, there's bank, and the other image exists and assets slashed by. 24 00:02:58,590 --> 00:03:08,370 Slashed by the red dot bank, closed the central coast and closed the square brackets, then we will 25 00:03:08,370 --> 00:03:12,570 assign the pygame, the image that lood method. 26 00:03:13,600 --> 00:03:24,100 To a variable called by underscore service, saw by underscore surface, equal by game dot image, the 27 00:03:24,100 --> 00:03:35,840 cloud between two parentheses random Dota choice and inside the random choice method by underscore inside 28 00:03:35,890 --> 00:03:38,840 the two parentheses of this method. 29 00:03:39,250 --> 00:03:46,470 Now we will build our program to run our game to ensure that everything is run correctly. 30 00:03:50,130 --> 00:03:55,490 OK, I could run correctly without any problem, as you see now. 31 00:03:55,890 --> 00:04:05,850 We will change the game name from my game to Willoughby Pale Clone, then we will adjust the speed of 32 00:04:05,850 --> 00:04:06,480 the game. 33 00:04:07,570 --> 00:04:17,090 Through creating a new variable called speed, which will equal or assigned to by game, the time dot 34 00:04:17,170 --> 00:04:21,230 clock method was seed capital. 35 00:04:21,460 --> 00:04:30,240 Don't worry, I will change the C small of the clock to the seed capital letters. 36 00:04:30,670 --> 00:04:39,690 The next step to call the speed variable inside the wire loop or the game loop which contains the game 37 00:04:39,700 --> 00:04:44,440 dot the time that clock method or object as a follow. 38 00:04:44,650 --> 00:04:56,360 So speed dot text method which will be used to call by game the time the clock object or method to adjust 39 00:04:56,390 --> 00:05:00,930 the game speed at one hundred milliseconds. 40 00:05:01,540 --> 00:05:13,570 Then we add the background by assign a variable called background to two by game dot image dot load 41 00:05:13,780 --> 00:05:14,530 method. 42 00:05:14,800 --> 00:05:25,150 And inside the two parentheses of this method, we will add the background asset position at our folders 43 00:05:25,150 --> 00:05:28,860 which exists inside the access file. 44 00:05:29,380 --> 00:05:38,920 So background, equal pygame, dot image, dot loop between two entities, assets, class backgrounds 45 00:05:39,100 --> 00:05:43,930 that day the bank and close the parenthesis. 46 00:05:44,350 --> 00:05:54,850 Now we can use the game, underscore display belet method to add our background on our screen or our 47 00:05:54,850 --> 00:05:58,480 game display service as a. 48 00:05:59,230 --> 00:06:10,300 So game underscore display the delay between two parentheses, background and comma and a table of zero 49 00:06:10,300 --> 00:06:10,980 and zero. 50 00:06:11,080 --> 00:06:19,530 This table of zero and zero refer to of the start of the X and Y position of our background. 51 00:06:19,690 --> 00:06:24,840 Close the parentheses and build our project again to see the result. 52 00:06:25,420 --> 00:06:35,110 And after running our game, we found that the X and Y position start correctly, but end end correctly. 53 00:06:35,200 --> 00:06:45,490 We will adjust the width and the height of our project to ensure that the background fits our game display 54 00:06:45,490 --> 00:06:46,480 or our screen. 55 00:06:46,690 --> 00:06:52,660 So the weights will be and the eighty five and our height will be equal. 56 00:06:52,720 --> 00:07:01,960 Five hundred and ten pixels as we said before then we need to add that convert method to the background. 57 00:07:03,620 --> 00:07:12,440 To be the background equal or assigned to buy a game, the damage, the clothes, the asset that convert 58 00:07:12,440 --> 00:07:20,800 metal, as you see, then we build our project to run our game and it runs correctly without any error 59 00:07:20,810 --> 00:07:24,680 and with the correct size of our background. 60 00:07:24,890 --> 00:07:34,670 Then we add the base has it as the following base equal by game dot image to cloud the position of the 61 00:07:34,670 --> 00:07:40,060 asset or where is as it exists in our folder that converts. 62 00:07:40,120 --> 00:07:50,990 Then we need to add this base to the game display or our screen by using game underscore display the 63 00:07:51,100 --> 00:08:00,260 valid method between two parentheses base and a table of zero and zero, which is the X and Y position 64 00:08:00,560 --> 00:08:09,770 which our base asset will start from, then build our blowsy and we see that the base asset is in wrong 65 00:08:09,770 --> 00:08:16,190 position at the top instead of the bottom of the game display or the game screen. 66 00:08:16,290 --> 00:08:24,590 So we will use the table inside the appellate method which express the X and Y position, which will 67 00:08:24,590 --> 00:08:30,300 update only the position as the exposition is OK. 68 00:08:30,320 --> 00:08:39,380 So game underscore display the ballot between two parentheses based comma a of zero and four hundred 69 00:08:39,380 --> 00:08:40,840 and run our game. 70 00:08:40,850 --> 00:08:48,620 It runs correctly with the correct position of the base exit, but we want to perfectly adjust the position 71 00:08:48,620 --> 00:08:55,220 of the base exit so we will change the four hundred to three hundred and fifty adds of our position 72 00:08:55,220 --> 00:09:00,680 and build our Beroza and the base exit style and the wrong position. 73 00:09:00,680 --> 00:09:08,030 So I will use four hundred and thirty five, which is after we build the project, we find that the 74 00:09:08,030 --> 00:09:16,400 Y position fit our game, display our game screen more than four hundred and twenty as you see. 75 00:09:17,000 --> 00:09:25,730 After that we will build it again and observe that the base position is the most appropriate position 76 00:09:25,850 --> 00:09:29,030 for our game screen, for our game display. 77 00:09:29,390 --> 00:09:39,290 Now we want to move this base to make the game look active so we will use the base X position to move 78 00:09:39,500 --> 00:09:46,670 this base and the changing the position of the game base from zero to the base X position. 79 00:09:46,700 --> 00:09:54,020 Now we will add a variable called base underscore X underscore position equals zero. 80 00:09:54,470 --> 00:10:02,630 Then inside the game we will decrease this variable by minus one bexell then build our Brusic again 81 00:10:02,930 --> 00:10:08,510 and the base as it moves from the right to the left, then disappear. 82 00:10:08,510 --> 00:10:15,890 And to prevent the disappearance of our base, we will create a function called Base Underscore Move, 83 00:10:15,890 --> 00:10:25,460 which will contain two or darville assets of our base as a follow and also add if statement inside the 84 00:10:25,460 --> 00:10:35,120 game loop if base underscore x underscore position let then minus two hundred eighty five column so 85 00:10:35,270 --> 00:10:38,900 base underscore X underscore position equals zero. 86 00:10:39,410 --> 00:10:45,230 Then build our project again and the game base is still not moving. 87 00:10:45,380 --> 00:10:48,890 So we will change the statement as the following. 88 00:10:49,190 --> 00:10:58,130 If base underscore X underscore position less than or equal minus two hundred eighty five which is the 89 00:10:58,130 --> 00:11:06,860 width of our game display column base underscore exposition equals zero and run our project again had 90 00:11:06,860 --> 00:11:15,770 to run fine without any problem with the base moving without disappearing at this point which the end 91 00:11:15,770 --> 00:11:16,610 of this lecture. 92 00:11:16,640 --> 00:11:19,520 I hope you enjoyed this you and get all of that. 93 00:11:19,520 --> 00:11:22,240 Thanks for watching and thanks for being here. 94 00:11:22,730 --> 00:11:24,470 See you next with you.