1 00:00:00,000 --> 00:00:11,870 2 00:00:11,870 --> 00:00:12,530 >> Rob BOWDEN: Hi. 3 00:00:12,530 --> 00:00:13,510 Mimi nina Rob. 4 00:00:13,510 --> 00:00:15,140 Anashangaa jinsi ya kutekeleza mchezo huu? 5 00:00:15,140 --> 00:00:18,400 Naam, hebu kuvunja nje ufumbuzi wafanyakazi. 6 00:00:18,400 --> 00:00:21,890 >> Kwa hiyo, basi kichwa ya kwanza chini ya init kazi ambayo tunaambiwa wewe 7 00:00:21,890 --> 00:00:24,380 kutekeleza mradi wa kwanza. 8 00:00:24,380 --> 00:00:30,602 Kwanza moja tutaweza kuangalia saa yake ni init paddle. 9 00:00:30,602 --> 00:00:34,550 Haki ya wote, ili kukumbuka kwamba tunataka paddle kuwa hasa katikati ya 10 00:00:34,550 --> 00:00:35,870 x-mhimili. 11 00:00:35,870 --> 00:00:39,000 Kwa hiyo, tunahitaji kufikiri ambapo kwamba lazima kwenda. 12 00:00:39,000 --> 00:00:42,650 >> Kutokana na upana wa bodi - ambayo pia ni hash kuelezwa juu juu - 13 00:00:42,650 --> 00:00:46,380 tunahitaji Ondoa nje paddle upana na kugawanya na 2, ili 14 00:00:46,380 --> 00:00:48,960 katikati ya paddle ni katika katikati ya bodi. 15 00:00:48,960 --> 00:00:53,170 Kumbuka kwamba x-kuratibu inahusu juu kushoto kona ya paddle, 16 00:00:53,170 --> 00:00:56,210 na hivyo hii ni hasa ambapo tunataka kuwa. 17 00:00:56,210 --> 00:00:59,950 y kuratibu haina jambo kama vile kwa sababu tunaweza mahali 18 00:00:59,950 --> 00:01:01,800 popote tunataka. 19 00:01:01,800 --> 00:01:07,080 Hivyo sisi instantiating paddle, sisi kuweka rangi nyeusi, sisi kuweka kujaza kwa kweli 20 00:01:07,080 --> 00:01:11,240 hivyo ni kujazwa katika mstatili, na sisi kisha kuongeza kwa dirisha na kurudi 21 00:01:11,240 --> 00:01:12,170 paddle. 22 00:01:12,170 --> 00:01:14,540 Na kwamba ni kwa initializing paddle. 23 00:01:14,540 --> 00:01:17,480 >> Ni kwenda kuwa sawa kwa init ubao. 24 00:01:17,480 --> 00:01:21,950 Hivyo sisi ni kwenda initialize studio, tunakwenda kuweka rangi kwa 25 00:01:21,950 --> 00:01:25,180 mwanga kijivu - unaweza kuchukua chochote unataka - tunakwenda kuweka font kwa 26 00:01:25,180 --> 00:01:26,700 sans serif 48 - 27 00:01:26,700 --> 00:01:28,630 inaweza pia kuchukua chochote unataka - 28 00:01:28,630 --> 00:01:30,180 tutaweza kuongeza kwa dirisha. 29 00:01:30,180 --> 00:01:34,760 Sasa kutuma hii kwa nyuma ni kweli muhimu, ni tu katika kesi kitu 30 00:01:34,760 --> 00:01:37,010 mwingine hutokea kuingiliana studio. 31 00:01:37,010 --> 00:01:40,680 Kisha wakati sisi kutumia kuchunguza Mgongano, Kuchunguza Mgongano kuchunguza nyingine 32 00:01:40,680 --> 00:01:42,380 kitu kabla ya hutambua studio. 33 00:01:42,380 --> 00:01:45,670 Lakini kwa kweli haipaswi kuathiri sisi katika mpango huu. 34 00:01:45,670 --> 00:01:48,720 >> Hatimaye, tuna hii Mwisho resultattavlan kazi ambayo sisi aliandika. 35 00:01:48,720 --> 00:01:51,020 Hivyo basi tuangalie hiyo. 36 00:01:51,020 --> 00:01:54,590 Sasa, hapa tunaona kitu ambacho karibu sawa na kile 37 00:01:54,590 --> 00:01:56,930 tuliona katika label.c. 38 00:01:56,930 --> 00:01:59,100 Hivyo tuna studio - 39 00:01:59,100 --> 00:02:03,540 tabia ya buffer ya wahusika 12, ambayo ni haki ya kutosha kushughulikia yoyote 40 00:02:03,540 --> 00:02:05,920 integer, hasi au chanya. 41 00:02:05,920 --> 00:02:10,310 Kisha sisi kutumia sprintf kwa nakala anasema ndani ya kwamba buffer. 42 00:02:10,310 --> 00:02:14,290 Hivyo s hili lina kamba anayewakilisha idadi ya pointi. 43 00:02:14,290 --> 00:02:18,180 >> Hatimaye, sisi kuweka studio kamba hiyo. 44 00:02:18,180 --> 00:02:22,820 Na kisha tunahitaji kituo cha studio katika kesi tumeenda kutoka tisa hadi 10 45 00:02:22,820 --> 00:02:24,920 anasema na tumekuwa kubadilishwa yake. 46 00:02:24,920 --> 00:02:29,330 Hivyo sisi mahesabu ya x na y-kuratibu ya studio ambayo itakuwa 47 00:02:29,330 --> 00:02:30,765 kupata upana na urefu ya dirisha. 48 00:02:30,765 --> 00:02:34,010 Pamoja na kwamba, tunaweza pia kutumia tu constants upana na urefu hash 49 00:02:34,010 --> 00:02:35,290 inavyoelezwa juu juu. 50 00:02:35,290 --> 00:02:38,220 Sisi pia kupata upana na urefu wa studio na kugawanya 51 00:02:38,220 --> 00:02:40,160 kwamba kwa 2 hadi kituo hicho. 52 00:02:40,160 --> 00:02:43,530 Na kisha sisi kutumia kuweka eneo kwa kweli kuiweka katika eneo hilo. 53 00:02:43,530 --> 00:02:45,830 Hivyo hiyo ni kwa init ubao. 54 00:02:45,830 --> 00:02:46,320 >> OK. 55 00:02:46,320 --> 00:02:50,390 Hivyo init mpira ni kwenda kuwa sawa sana kwa init paddles pia. 56 00:02:50,390 --> 00:02:55,700 Tunaona hapa kwamba sisi ni kutumia newgoval ili instantiate mpira mpya. 57 00:02:55,700 --> 00:03:00,810 Na hapa sisi ni kutumia 2 mara radius kama upana wa mpira, na 2 58 00:03:00,810 --> 00:03:03,140 mara radius kama urefu wa mpira. 59 00:03:03,140 --> 00:03:07,240 Sasa, pia kwa newgoval, x na y kuratibu kwamba sisi kupita katika ni kwenda 60 00:03:07,240 --> 00:03:10,220 kwa kutaja kushoto juu ya mpira, ambayo ni kweli 61 00:03:10,220 --> 00:03:11,910 nje mpira yenyewe. 62 00:03:11,910 --> 00:03:15,510 Hivyo ili kupata mpira hasa unaozingatia katika bodi, tunahitaji kupita 63 00:03:15,510 --> 00:03:20,730 upana kugawanywa na 2 kwa ajili ya kituo hicho, na kisha Ondoa nje radius kushinikiza 64 00:03:20,730 --> 00:03:23,350 halisi ya katikati ya mpira ndani ya katikati ya bodi. 65 00:03:23,350 --> 00:03:26,810 Na sisi kufanya halisi kitu kimoja kwa y-mhimili, ila kwa kutumia 66 00:03:26,810 --> 00:03:28,490 urefu badala ya upana. 67 00:03:28,490 --> 00:03:30,890 >> Ili maeneo mpira katika kituo hicho. 68 00:03:30,890 --> 00:03:35,910 Na hii instantiates mpira, kuweka rangi nyeusi, kujaza mpira, 69 00:03:35,910 --> 00:03:37,960 kisha hatimaye kuongeza kwa dirisha na kurudi. 70 00:03:37,960 --> 00:03:40,700 Na kwamba ni kwa initializing mpira. 71 00:03:40,700 --> 00:03:44,420 >> Hivyo sasa hebu tuangalie init matofali ambayo ni kidogo zaidi 72 00:03:44,420 --> 00:03:47,840 ngumu, lakini ni pretty sawa na init paddle. 73 00:03:47,840 --> 00:03:51,400 Sasa, kwanza tunahitaji kufikiri nje upana wa kila matofali. 74 00:03:51,400 --> 00:03:54,610 Kumbuka kwamba tuna mara kwa mara aitwaye wito ambayo inabainisha 75 00:03:54,610 --> 00:03:56,860 idadi ya nguzo ya matofali kwamba tuna. 76 00:03:56,860 --> 00:04:01,010 Kwa hiyo, tunakwenda kuamua upana ya matofali moja kwa kuchukua upana 77 00:04:01,010 --> 00:04:04,340 wa bodi nzima, kutoa mapato nje ukubwa wa pengo yetu - 78 00:04:04,340 --> 00:04:07,310 ambayo ni hash kuelezwa juu juu na inahusu na idadi ya saizi ya kwamba 79 00:04:07,310 --> 00:04:09,490 lazima kati ya kila matofali - 80 00:04:09,490 --> 00:04:14,910 na hivyo sisi ni kwenda kuwa na jumla ya mara pengo wito saizi tupu katika 81 00:04:14,910 --> 00:04:16,360 moja mfululizo. 82 00:04:16,360 --> 00:04:20,450 Na kwamba pia kutaja baadhi tupu saizi wa kushoto na haki ya 83 00:04:20,450 --> 00:04:22,850 safu ya kushoto na kulia safu matofali. 84 00:04:22,850 --> 00:04:26,990 >> Hivyo Ondoa nje saizi wale tupu majani sisi na idadi ya saizi ya kwamba 85 00:04:26,990 --> 00:04:28,530 matofali ni kweli kutumia. 86 00:04:28,530 --> 00:04:32,900 Na kisha sisi kugawanya na wito kwa kupata idadi ya saizi kwa matofali. 87 00:04:32,900 --> 00:04:37,800 Hivyo hapa sisi kufafanua safu kwamba tu bayana rangi tunataka kwa kila 88 00:04:37,800 --> 00:04:39,140 mstari wa matofali. 89 00:04:39,140 --> 00:04:42,680 Kama tungekuwa na safu zaidi ya matofali kuliko rangi ya kwamba sisi maalum, tutaweza kuona 90 00:04:42,680 --> 00:04:45,980 kwamba tutaweza tu kitanzi nyuma karibu na kutumia nyekundu tena, na kisha rangi ya machungwa na 91 00:04:45,980 --> 00:04:47,680 njano na kadhalika. 92 00:04:47,680 --> 00:04:52,490 >> Hivyo, kama p-kuweka spec mwanga, sisi ni kwenda kitanzi juu ya safu zote na 93 00:04:52,490 --> 00:04:54,590 nguzo ya matofali. 94 00:04:54,590 --> 00:04:58,490 Lakini kabla ya sisi kitanzi juu ya nguzo, sisi kuona hapa kwamba sisi ni kubainisha 95 00:04:58,490 --> 00:05:02,030 y nafasi ya kila matofali katika mstari husika. 96 00:05:02,030 --> 00:05:06,410 Tunaweza pia hoja hii katika pili kwa kitanzi, lakini basi tunatarajia tu kuwa 97 00:05:06,410 --> 00:05:09,640 kufanya hesabu tena na tena tena wakati hatuna haja. 98 00:05:09,640 --> 00:05:13,810 >> Hivyo y nafasi ya matofali ni kwenda kuwa kiasi, ambayo ni hash 99 00:05:13,810 --> 00:05:17,830 inavyoelezwa juu juu na tu inahusu nafasi kati ya juu ya bodi na 100 00:05:17,830 --> 00:05:19,910 mwanzo wa wote wa matofali. 101 00:05:19,910 --> 00:05:24,370 Na sisi ni kwenda kuongeza kwamba mstari kwamba sisi ni juu ya nyakati urefu wa 102 00:05:24,370 --> 00:05:28,420 matofali ya mtu binafsi pamoja na pengo kwamba ni kati ya kila matofali. 103 00:05:28,420 --> 00:05:31,640 Hivyo hii ni pia wima pengo kati ya kila matofali. 104 00:05:31,640 --> 00:05:34,000 Ili inatupa y kuratibu ya matofali. 105 00:05:34,000 --> 00:05:38,170 >> Hivyo hapa tunakwenda mahesabu ya x-kuratibu ya matofali. 106 00:05:38,170 --> 00:05:42,050 Sasa, tuna pengo kugawanywa na 2 tangu, kumbuka kabla, mimi alisema kuwa katika 107 00:05:42,050 --> 00:05:45,020 upande wa kushoto wa bodi, tunakwenda kuacha nafasi kidogo. 108 00:05:45,020 --> 00:05:47,630 Hivyo pengo kugawanywa na 2 ni nafasi hiyo. 109 00:05:47,630 --> 00:05:51,950 Na kisha sisi ni kuongeza kuwa safu kwamba sisi ni juu ya nyakati upana pamoja na 110 00:05:51,950 --> 00:05:55,150 pengo, ambapo upana ni kiasi cha nafasi kwamba matofali moja inachukua hadi na 111 00:05:55,150 --> 00:05:58,510 kisha pengo ni nafasi kati ya kila matofali. 112 00:05:58,510 --> 00:06:00,700 Ili mahesabu ya x-kuratibu ya matofali. 113 00:06:00,700 --> 00:06:04,890 >> Sasa sisi tu haja ya instantiate matofali kutokana na kwamba x na y kuratibu 114 00:06:04,890 --> 00:06:09,120 kutumia upana kwamba sisi mahesabu kwa kila matofali, na kuvunja urefu ambayo ni 115 00:06:09,120 --> 00:06:10,800 hash kuelezwa juu juu. 116 00:06:10,800 --> 00:06:12,420 Sisi kuweka rangi ya matofali. 117 00:06:12,420 --> 00:06:15,790 Taarifa sisi ni kutumia rangi yetu safu na sisi ni kupita katika mstari kwamba walikuwa 118 00:06:15,790 --> 00:06:19,760 juu ya mod rangi num ambayo ni kwenda kufanya sisi kufuta nyuma karibu na nyekundu kama sisi 119 00:06:19,760 --> 00:06:22,140 na safu zaidi ya rangi. 120 00:06:22,140 --> 00:06:25,020 Hatimaye, tutaweza kujaza matofali rangi na kuongeza kwa dirisha. 121 00:06:25,020 --> 00:06:26,440 >> Na hiyo ni yake. 122 00:06:26,440 --> 00:06:30,190 Kwa hiyo, hiyo ni kwa yetu yote ya initialization mbinu. 123 00:06:30,190 --> 00:06:33,200 Sasa sisi haja ya kuangalia kwamba wakati kitanzi kwamba alikuwa na kujaza in 124 00:06:33,200 --> 00:06:39,000 Kwa hiyo hapa tunaona kwamba hii ni wakati wetu kitanzi kwamba ni kwenda kuendelea hadi 125 00:06:39,000 --> 00:06:42,250 mchezo ni juu, ambayo aidha njia sisi kukimbia nje ya maisha au 126 00:06:42,250 --> 00:06:43,910 sisi kukimbia nje ya matofali. 127 00:06:43,910 --> 00:06:46,390 >> Kitu hivyo kwanza tuna ni Wait kwa Click. 128 00:06:46,390 --> 00:06:51,380 Hivyo mchezo kusubiri kwa sisi kwa kweli bonyeza kabla ya mpira kuanza kusonga mbele. 129 00:06:51,380 --> 00:06:53,340 Na kisha tunakwenda kwa kuongezwa maisha. 130 00:06:53,340 --> 00:06:56,710 Hivyo kama sisi na maisha tatu, sasa tuko chini ya maisha mbili, sisi ni kwa kutumia wetu 131 00:06:56,710 --> 00:06:58,160 maisha ya tatu. 132 00:06:58,160 --> 00:06:59,920 Tunakwenda kituo cha mpira. 133 00:06:59,920 --> 00:07:05,180 Basi sasa, hii si kweli kwenda kusaidia sisi juu ya maisha ya kwanza kabisa sisi kucheza 134 00:07:05,180 --> 00:07:07,910 tangu mpira ni tayari kwenda wamekuwa unaozingatia kutoka wakati sisi 135 00:07:07,910 --> 00:07:09,010 instantiated yake. 136 00:07:09,010 --> 00:07:12,910 Lakini sisi kuona wakati sisi kuishia kupoteza maisha na kitanzi nyuma kote, basi sisi ni 137 00:07:12,910 --> 00:07:15,800 atataka recenter mpira kutoka chini ya bodi nyuma 138 00:07:15,800 --> 00:07:17,130 kituo hicho. 139 00:07:17,130 --> 00:07:21,840 >> Kwa hiyo, sasa hapa sisi haja ya kuzalisha x kasi ya mpira. 140 00:07:21,840 --> 00:07:26,060 Na, kama kwa spec, sisi ni kutumia d rand 48 ya kuzalisha baadhi ya idadi random 141 00:07:26,060 --> 00:07:27,820 kutaja kasi. 142 00:07:27,820 --> 00:07:31,130 Sisi ni kuongeza moja kwa kuwa tangu sisi tu wanataka kasi katika aina mbalimbali ya moja 143 00:07:31,130 --> 00:07:33,380 mbili badala ya sifuri kwa moja. 144 00:07:33,380 --> 00:07:37,415 Hatimaye, sisi ni kutumia d rand 48 tena katika ili kujua kama mpira 145 00:07:37,415 --> 00:07:40,490 ni kwenda hoja kwa upande wa kushoto au haki ya kuanza. 146 00:07:40,490 --> 00:07:45,310 >> Hivyo d rand 48 anarudi idadi random kati ya sifuri na moja, na hivyo kwa kuuliza 147 00:07:45,310 --> 00:07:50,330 kama kwamba ni chini ya 0.5, tuna 50 50 nafasi ya byte kasi ya 148 00:07:50,330 --> 00:07:52,740 mpira kuwa hasi. 149 00:07:52,740 --> 00:07:55,790 Hatimaye, sisi kuweka kasi ya wima ya mpira kuwa baadhi tu mara kwa mara. 150 00:07:55,790 --> 00:07:57,550 Sisi kuchagua tatu. 151 00:07:57,550 --> 00:07:59,300 Na sasa tuna mwingine kitanzi. 152 00:07:59,300 --> 00:08:02,800 >> Hivyo hii kitanzi ndani ni kwenda kuendelea. 153 00:08:02,800 --> 00:08:04,960 Taarifa hapa, wakati matofali ni zaidi ya sifuri - 154 00:08:04,960 --> 00:08:07,100 hivyo kama sisi kukimbia nje ya matofali, tumekuwa mshindi wa mchezo na tunaweza 155 00:08:07,100 --> 00:08:08,770 kuvunja nje ya kitanzi hii - 156 00:08:08,770 --> 00:08:13,140 na wote Kupata y mpira chini ya urefu bala 2 mara radius. 157 00:08:13,140 --> 00:08:17,310 Basi nini hii ni kutambua ni kama mpira hutokea kwenda nyuma ya paddle, katika 158 00:08:17,310 --> 00:08:19,500 kesi ambayo umefanya walipoteza maisha. 159 00:08:19,500 --> 00:08:23,500 >> Kuangalia ndani ya hii kwa kitanzi tuna kuangalia kwa ajili ya tukio panya. 160 00:08:23,500 --> 00:08:27,530 Na hivyo, kama kuna tukio panya, kwamba ina maana kwamba tunataka kuangalia kwa 161 00:08:27,530 --> 00:08:30,880 kuona kama panya wakiongozwa, na kama panya wakiongozwa, tunataka kuwa na 162 00:08:30,880 --> 00:08:33,210 paddle kuweka juu na panya. 163 00:08:33,210 --> 00:08:38,789 Hivyo, kufanya hivyo, sisi mahesabu ya mpya nafasi ya paddle, ambayo ni kwenda 164 00:08:38,789 --> 00:08:42,900 kunyakua nafasi ya panya - ambayo grabs nafasi kwa kutumia 165 00:08:42,900 --> 00:08:44,890 tukio hilo kuwa sisi kupita - 166 00:08:44,890 --> 00:08:48,940 na kisha tunakwenda Ondoa nje paddle upana kugawanywa na 2, hivyo 167 00:08:48,940 --> 00:08:54,240 paddle anakaa katikati ya panya badala ya upande wa kushoto wa paddle 168 00:08:54,240 --> 00:08:55,740 kukaa katikati. 169 00:08:55,740 --> 00:09:00,750 >> Basi sasa sisi pia wanataka kuwa na uhakika kwamba sisi hawaendi juu ya upande wa kushoto au kulia 170 00:09:00,750 --> 00:09:01,740 upande wa bodi. 171 00:09:01,740 --> 00:09:05,480 Na hivyo hapa sisi ni kuangalia tu kama paddle itakuwa mbali upande wa kushoto wa 172 00:09:05,480 --> 00:09:08,370 bodi, fimbo tu kwa upande wa kushoto. 173 00:09:08,370 --> 00:09:11,000 Na hapa sisi ni kuangalia kama paddle itakuwa juu ya upande wa kulia wa 174 00:09:11,000 --> 00:09:13,600 bodi, fimbo tu ni kwa upande wa kulia. 175 00:09:13,600 --> 00:09:17,290 Na hatimaye, sisi kweli kuweka eneo la paddle. 176 00:09:17,290 --> 00:09:20,610 >> Sasa, kama kulikuwa na si harakati za panya, hiyo ina maana tunakwenda 177 00:09:20,610 --> 00:09:21,900 wanataka hoja ya mpira. 178 00:09:21,900 --> 00:09:24,260 Na hivyo sisi tayari kuwa na x na y kasi ya mpira 179 00:09:24,260 --> 00:09:25,560 na hivyo sisi hoja hiyo. 180 00:09:25,560 --> 00:09:27,750 Lakini sasa tunataka kuchunguza mambo kadhaa. 181 00:09:27,750 --> 00:09:31,950 Hivyo hapa sisi ni kuchunguza kama sisi kugonga ama kushoto au kulia upande wa 182 00:09:31,950 --> 00:09:34,240 bodi, tunataka mpira Bounce. 183 00:09:34,240 --> 00:09:39,790 Na hivyo, katika kesi hiyo, sisi kuweka x kasi hasi x kasi. 184 00:09:39,790 --> 00:09:43,900 >> Ikiwa mpira kugonga juu ya bodi, kisha sisi pia unataka mpira bounce. 185 00:09:43,900 --> 00:09:46,750 Lakini sasa tunataka mabadiliko y kasi. 186 00:09:46,750 --> 00:09:49,130 Taarifa hatuna hali ya mpira kupiga chini ya 187 00:09:49,130 --> 00:09:53,230 bodi tangu kwamba alikuwa tayari alitekwa hapa katika kitanzi hii wakati. 188 00:09:53,230 --> 00:09:56,630 >> Hatimaye, tunataka kuchunguza baadhi migongano ambapo kama mpira hit 189 00:09:56,630 --> 00:10:01,040 ama paddle au matofali, tunataka kufanya baadhi ya mambo kesi maalum. 190 00:10:01,040 --> 00:10:06,590 Hivyo kama kulikuwa na mgongano, ambayo vitu kesi haitakuwa null, basi, 191 00:10:06,590 --> 00:10:10,950 kama kitu kugonga paddle, tunataka nataka tu Bounce mpira. 192 00:10:10,950 --> 00:10:16,110 Na hapa, pia, sisi kuweka eneo la mpira tu juu ya paddle. 193 00:10:16,110 --> 00:10:19,710 Taarifa sisi ni kuchukua x nafasi ya mpira na Reusing kwamba tu. 194 00:10:19,710 --> 00:10:23,250 Lakini hapa sisi ni kupata y nafasi ya paddle na kusonga mpira 195 00:10:23,250 --> 00:10:24,620 juu ya paddle. 196 00:10:24,620 --> 00:10:28,070 >> Hii ni kesi ya pekee ili mpira haina hit paddle na kisha, 197 00:10:28,070 --> 00:10:31,530 kabla ya ni uwezo wa hoja mbali paddle, mwingine kitanzi unaendelea kuzunguka na 198 00:10:31,530 --> 00:10:34,830 anadhani bado ni juu ya jopo na hivyo y kasi anapata kuweka nyuma kwa 199 00:10:34,830 --> 00:10:38,210 hasi na kisha mpira tu aina vijiti bouncing juu ya paddle. 200 00:10:38,210 --> 00:10:42,510 Hivyo, kama sisi hakuwa hit paddle, kisha sisi pia wanataka kuangalia 201 00:10:42,510 --> 00:10:43,930 kama sisi kugonga matofali. 202 00:10:43,930 --> 00:10:47,030 Na hivyo hii ni jinsi gani tunaweza kuangalia kuona kama sisi kugonga matofali. 203 00:10:47,030 --> 00:10:50,250 >> Sisi haja ya kuangalia kwa hili kwa sababu sisi inaweza kwa kweli kugonga studio na sisi 204 00:10:50,250 --> 00:10:52,320 hawataki kuondoa studio. 205 00:10:52,320 --> 00:10:57,120 Hivyo kama sisi kugonga matofali, tunaweza kuondoa kwamba matofali kutoka dirisha, decrement 206 00:10:57,120 --> 00:11:01,170 kuhesabu yetu ya matofali, nyongeza wetu idadi ya pointi, na sasa tunahitaji 207 00:11:01,170 --> 00:11:05,410 update ubao ambayo ni hasa sawa na tuliona kabla ya wakati tuliona 208 00:11:05,410 --> 00:11:06,300 init ubao. 209 00:11:06,300 --> 00:11:08,790 Lakini sasa sisi ni kuhuisha tu ubao tangu tumekuwa iliyopita 210 00:11:08,790 --> 00:11:09,370 idadi ya pointi. 211 00:11:09,370 --> 00:11:12,180 Na ni lazima sasa kuonyesha kwamba sisi kugonga moja zaidi ya mapumziko. 212 00:11:12,180 --> 00:11:16,320 >> Na hatimaye, kama sisi kugonga matofali sisi pia wanataka Bounce. 213 00:11:16,320 --> 00:11:21,240 Hivyo hatimaye, sisi pause tu ili mpira si kusonga super haraka na sisi 214 00:11:21,240 --> 00:11:24,360 unaweza kweli hit kwa paddle yetu. 215 00:11:24,360 --> 00:11:25,910 Na kwamba ni pretty kiasi. 216 00:11:25,910 --> 00:11:32,200 Hivyo sasa tunataka kitanzi nyuma juu ya kitanzi hii wakati na kuendelea mpaka 217 00:11:32,200 --> 00:11:35,700 ama sisi kupoteza maisha au sisi kukimbia nje ya matofali. 218 00:11:35,700 --> 00:11:37,300 >> Kile kinachotokea kama sisi kupoteza maisha? 219 00:11:37,300 --> 00:11:41,870 Kisha tunakwenda exit wakati huu kitanzi, na tutaweza kuona mapenzi kitanzi nyuma hadi 220 00:11:41,870 --> 00:11:45,110 juu ya wakati nje kitanzi. 221 00:11:45,110 --> 00:11:48,740 Katika kesi ambayo, tunakwenda kutekeleza hii kuanzisha tena. 222 00:11:48,740 --> 00:11:52,010 Na hii kuanzisha ni kwenda na sisi kusubiri kwa click, kuongezwa idadi yetu 223 00:11:52,010 --> 00:11:56,060 ya maisha, recenter mpira, recalculate x na y kasi, na 224 00:11:56,060 --> 00:11:57,670 kisha kuanza mchezo. 225 00:11:57,670 --> 00:12:01,490 >> Na hivyo, kwamba itaendelea mpaka ama matofali kuishia kuwa chini ya 226 00:12:01,490 --> 00:12:02,540 au sawa na sifuri - 227 00:12:02,540 --> 00:12:04,630 katika kesi sisi mshindi wa mchezo ambayo - 228 00:12:04,630 --> 00:12:10,430 au maisha ni chini ya sifuri, ambayo kesi tumepoteza mchezo. 229 00:12:10,430 --> 00:12:15,190 Hivyo, mara moja hiyo kesi, sisi kuvunja nje ya kuwa kitanzi wakati, na sisi kufikia hapa 230 00:12:15,190 --> 00:12:17,660 ambapo tunakwenda kusubiri kwa click kabla ya exiting mchezo ili 231 00:12:17,660 --> 00:12:20,140 mchezo gani si tu mara moja karibu juu yetu. 232 00:12:20,140 --> 00:12:23,420 Na hatimaye tutaweza karibu dirisha na hiyo ni yake. 233 00:12:23,420 --> 00:12:25,500 Jina langu ni Rob, na hii ilikuwa Breakout. 234 00:12:25,500 --> 00:12:30,592