WEBVTT

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Know it's actually have the means to shoot.

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So the first thing we're going to do is get this little bit more.

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The first thing we're going to do is a function called should should shoot.

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So this will actually make the decision about when we should shoot an inds this and since we're going

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to be since essentially it's going to be needing some

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random numbers going to clewed.

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So it's kind of we're going to sort of base should shoot bomb on

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kind of random random numbers here.

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So we should initialize here or appear as Rand

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time

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no

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K and or should shoot bomb

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copy

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here.

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We're going to say turn

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in each Rand 10 percent again.

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Just like before with the reset movement time.

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Still it's just something I came up with.

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It has no real

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basis.

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It's just kind of thing I thought worked fairly well.

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COLMES

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explain it in a second.

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So we just take a random number and use the modulus of some amount.

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So essentially all the saying is the more aliens you have destroyed the more you're going to shoot essentially.

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And again you can come up with your own formula if you want or just copy or just copy this one.

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So in our update date aliance K is pure

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are going to say If so we're only going to shoot if we are not moving.

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If not move horizontal.

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We will say

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we want to basically have the shot come out of the very bottom of the column

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that we're shooting.

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So I would say that the active columns

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active meaning columns that are gone right.

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So columns that are still exist

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meaning some aliance still alive in that column.

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So it's a no

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columns.

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And then we get checked to see which columns still have

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which columns still have aliens in them.

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It's use what we have for

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and to do it for double for loop.

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So arranged in say if the aliens alien and the ends of the row and column if there is still one alive

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then this is an active call.

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So

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I want to add it to our array

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increased amounts and then break out of this inner here.

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Complaining about ch

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that.

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Plus all we can do plus plus our

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do that

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do like this.

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OK so we're going to get the amount of active columns in which columns are active.

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OK and here we're going to say if we should shoot

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that

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then check.

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See we have active columns laughs

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and we kind of choose which.

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Well first of all choose the number of shots we're going to take.

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And this will be a random number from

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1 to 3 right.

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Because you can only have three shots on screen at a time plus one minus and no

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ch rebounds play so this essentially makes sure that there are only three bombs and

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so we pick a number between zero and zero and two here and use at ones it's one in three.

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And then remind us how many bombs are still in play.

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And then for I think Zero is less than the number of shots.

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Plus plus and like a new function.

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And most of the pickup pick call as well.

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So which column is going to shoot.

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And shoot each

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choose between zero and the number of active columns that and we'll make a new function called Shoe

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bomb take the aliens in the common

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that we shoot for

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it we don't have this function yet.

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And the second thing we need to do is in initialize Elian initialize aliens we need to settle our bombs

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and stuff.

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So say four inch equals zero.

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This then the max number bombs.

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Plus

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is this

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an alien.

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Is

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and we're going to make them all be out of place.

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Currently it's aliens dot bombs.

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In their estimation is zero.

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Start.

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CH way.

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So this is just saying there's no bombs yet.

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OK so we don't see bombs yet.

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So now we need to implement each and Claire bomb

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OK.

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So you down here

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and

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seriously we're going to find a slot in our bombs.

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OK.

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Look here and find a slot in here in the bombs that doesn't exist.

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OK.

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Or is not in play.

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So that's the first thing we're going to do is we're going to find a bomb ready or discussing notch

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we currently Andrusco looked through them all

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in each.

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If the Iranians dumb bombs I

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this doesn't matter that much when I use

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say or

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so we.

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So if

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if this bomb isn't actually in play at all then we can use it.

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OK.

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So we found a bomb that

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found a bomb slot that is not being used so now we're going to use it.

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So for

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CH are you know in Rosemont this one is ero.

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So now we're going to find the lowest alien in this column.

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OK.

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And he's the one that's going to shoot.

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So we're going to shoot by saying pick we will get the position of this alien

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in since it's

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Since this is the leftmost part of the alien it's going to add one to it's sort of in the middle.

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OK.

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Because aliens are four wides so there's no good middle that we can use which can be one to the right

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of the leftmost part.

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OK.

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That's what this is saying.

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And then the aliens mission y plus our times you means to us sprits It's

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hide.

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The.

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Adding

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aliens sprites is hype.

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So bottom you know

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quote quote middle middle saying that these are the two positions I'm getting here.

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And then all we'll do is just say aliens dot bombs of the bomb that we launch

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in the animation to be zero and we don't have the animation yet but make it seem endz drop bombs.

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The

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Zeeshan X exposition in

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the opposition

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and now we have one more bomb.

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You know of all this

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breakout loop here is we're done

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number number bombs in play is one more bomb in play.

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OK so now that we have this we need to actually update the bomb so it actually would drop on her go

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down in the street.

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And so we back here and save all actually arrest a bool.

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It's cool because what you return to us true if it hit the player.

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Aliens game where the shields because it could intersect the shield.

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It could hit a player.

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She's happy.

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Ms.

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This

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so

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we need to make a separate for the

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so let's do that first.

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Conc char star Yulian bomb Spryte is this.

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So it's going to be backslash.

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The vertical bar for slash in the dash just had Pierre

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sprite for the bomb and it will just cycle through them.

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Right.

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So now we have that need to know how many

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how big it is or how big the animation is.

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So say it's no

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Straight's it's just this string length that bomb sprite ch.

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So be like for this case

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and go through

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all the

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x number of alien bombs

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animals.

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See if this bomb is in play or

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just for good measure.

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That's a make sure that the bomb is in play and if it is we will say aliens dot coms I session.

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Why.

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Well sequels one could have the.

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I could make another constant here.

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You mean bomb.

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So go down one right and then set the animation of the bomb.

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So

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as

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in plus one sent no bomb sprites

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but.

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And now we should essentially go through each kind of case so grant essentially collide with the player

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of the shield and the end of the screen right.

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Or the bottom screen.

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So for one we already kind of have this position and say Legion point in the shield.

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EX So we've done this before with the player or induce again the

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the alien bomb is collision things drop bombs tops shin shields.

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Number Shield's

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in each show you say and the collision point

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if shield index do not play.

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So if it hit essentially what that is saying then we will take the bomb out of the

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in or resolve the shield Glisson.

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So can we ever written these functions again otherwise.

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Also if the aliens bombs

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position why is greater than or equal to games when decides dot height.

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An it should also go out of play like mist.

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Actually saying

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this stuff is

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an issue in this should be much less

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shouldn't be aliens animations with bombs.

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Of course

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that OK.

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And then

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number one is

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actually for this case I actually want to check the player as well.

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So if we don't have something to check later collision so let's write another function and call it.

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I was going to use it here but I'm going to make it right after we call it again.

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And it's going to take the position of a projectile essentially in the position of a something like

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this this can position of essentially a sprite

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and the size of the sprite.

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And it'll check to see if we hit something.

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Copy this.

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So in this case if it did hit something and we just do all this and then turn true that we hit the player

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OK.

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So otherwise in

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we didn't hit the player.

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So the game can continue as it were.

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KING So it's copy is

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and are going to clear it up here.

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Will

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and this will just be a position

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in.

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This will also be an

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Spryte

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in this or just.

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It's

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this.

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And there you and I were kind of doing it this way is cuz then we could use this for other things as

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well.

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So it's down here.

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An essentially it's going to be the same

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check and doing so is a projectile you know within the Spryte sizes actually.

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So is it within the kind of horizontal of the sprites.

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And the within the

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vertical is right it is then we know that each

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it so hurts colliding

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So there's that.

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Now we need to actually call this up.

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So in our

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update function for aliens appear we're going to actually check see Treacher going to call up the bombs

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game.

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It means player shields

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number of shields.

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And if this happens

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then I'm actually going to make this function update aliance a boolean now.

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OK.

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And I'm going to return true that the player was hit and here I'm going to just return false.

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He's fine.

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Julie and I need to change it.

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CH here is while you alians trains bhool now.

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So now that we have that we're going to have to use the.

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So if the player gets hit I want him to essentially explode.

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Right.

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So in our raw

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game

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here it is we're going to have to start using the status of the game.

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So going to say if the game state

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is play or game state is explode

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we sure have.

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That's the.

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I don't.

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So and actually it's called player

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so if he's dead or playing or waiting so the wait will be like

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the

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class.

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So if the player gets hit in all this Ernst.

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So basically if the player hits and he's exploding I want to be able to press like the spacebar or something

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and then it'll wait a second until.

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Or wait a few seconds until it actually restarts the games.

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The player has time to recover.

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So I'm actually going to put all this stuff here in here.

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And for the player

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I'm going to check if the game's current state is G-S play or if it's game states

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G-S wait

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then I'll draw the regular player sprite SG.

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Otherwise I'm going to show the exploding sprite.

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I don't think we've put that in here yet.

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It's that

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so it's char.

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It's our air.

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Right.

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This

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is kind of a strange one so you can use whatever you want here.

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This.

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Came up with

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the first part of that

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first right in this second straight.

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That

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so

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we're going to draw

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layer in that spread.

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OK.

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Now that I'm drawing that in the game can do some things more in and say if the game duck current state

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which is in place state.

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You all of this stuff done

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that K

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otherwise

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if the state is yes you're dead.

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As if it's her state.

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They don't want changes animation.

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Here

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and

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else if we're waiting

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we all actually have a timer

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so

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we're going to set the timer.

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We're going to set the game timer above

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go with me on this.

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Amed Rhymer 0

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and we don't have a great time yet.

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I think we'll need one so gained state current state

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is play so we need to add a timer and game

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timer.

39:58.280 --> 40:05.860
This is put in the game struct that says just an int.

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So this is working now.

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And in our handle input such.

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So here this is going to get quite a bit more tricky.

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Say if game current stays just play then we could do this stuff

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only if we're in this game state.

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We haven't been using the States yet.

40:55.030 --> 41:00.770
We're going to need to kind of see why.

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So for a player shoot if the game is in the current state of the current state that the game is play

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then you can.

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It's fine.

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Else if

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game

41:23.570 --> 41:24.560
is

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else if the game's state is players dead say flared lives minus minus and the player animation set to

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be zero.

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And if the player dot was equal to zero then the game state will be over

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it and otherwise

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we'll set the stage to be.

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Just wait.

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And we'll wait.

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Taimur to be some

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and the last thing we need to do is actually draw the bomb.

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It's OK.

42:48.150 --> 42:48.870
So

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our Tirah aliens down here you have to draw the BOP's number is zero.

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So for all the bombs that we have

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Dutch bombs way

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that

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say if if the bombs in play we should dropped

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so set or draw character

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and get structure for x x y

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character so we can stop bombs

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by in the position

44:55.620 --> 45:01.690
and you can bomb right of

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unions dot bombs.

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I doubt anybody use wherever current animation is.

45:14.830 --> 45:17.530
Or the current Spryte.

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So we

45:24.740 --> 45:26.480
think that's it.

45:26.530 --> 45:30.370
CH It's all we need.

45:31.770 --> 45:32.720
Quite a bit.

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Of course.

45:34.280 --> 45:39.390
But let's kind of run this and see how close air

45:54.830 --> 46:03.470
in handle input we actually need to make the game not pass by constant reference because we're changing

46:03.470 --> 46:04.800
it now.

46:08.720 --> 46:13.430
When we also

46:18.230 --> 46:19.770
to air this was

46:22.300 --> 46:23.770
2:16

46:25.870 --> 46:27.320
also an update in

46:30.650 --> 46:31.220
move that

46:36.020 --> 46:43.720
so you see that the aliens shot the bombs and they even hit shields.

46:43.850 --> 46:51.240
See if I can try to get hit by one of these guys.

46:55.480 --> 46:59.150
Shoot me up.

46:59.260 --> 47:04.630
I didn't get hit so it's still a problem.

47:08.060 --> 47:10.950
So I'm still not getting hit properly.

47:12.200 --> 47:17.430
Let's take a look at the bombs.

47:23.690 --> 47:24.610
Fine.

47:24.720 --> 47:25.790
You see it.

47:27.970 --> 47:29.940
And I think it's because

47:32.600 --> 47:35.280
where I'm using update aliens I'm not actually

47:38.020 --> 47:38.870
I'm not

47:41.400 --> 47:51.700
setting the the player to me or the game in fact to be in play or dead.

47:55.570 --> 47:56.530
The ch

48:02.050 --> 48:13.860
that so and so we're checking to see if we hit the player and if we did then the player should be dead

48:13.920 --> 48:14.690
for now.

48:14.840 --> 48:16.140
OK.

48:16.170 --> 48:23.230
So it's run this more time and see hopefully it can get hits.

48:30.340 --> 48:31.200
But it's tricky.

48:42.980 --> 48:52.280
Aereo but I'm not animating either although if I do press space it does resume.

48:54.220 --> 48:56.280
It's got nice.

48:56.420 --> 48:58.580
So I'm not animating yet.

48:59.360 --> 49:02.420
But we pray we can fix that.

49:02.540 --> 49:05.960
Too much problem.

49:06.040 --> 49:08.820
And in fact in the draw

49:13.070 --> 49:14.930
drug game.

49:17.590 --> 49:19.560
Her shop where I actually

49:26.420 --> 49:32.310
in the draw player we're not passing the offset

49:36.580 --> 49:47.210
here Ross should be saying layered animation times the player sprites.

49:47.950 --> 49:48.990
Right.

49:52.210 --> 49:57.510
Need that one more time.

49:57.760 --> 49:58.650
Yeah yeah.

49:58.740 --> 49:59.840
So I get it.

49:59.930 --> 50:04.090
Now I'm kind of animating back and forth and I'm dead.

50:04.300 --> 50:05.280
OK.

50:05.330 --> 50:12.030
If you press space it goes back and it continues on.

50:14.840 --> 50:17.630
So this is a bit of a longer one.

50:17.810 --> 50:27.470
But this was very important lecture because now we have essentially most of the game working.

50:27.630 --> 50:35.270
There's a few other things that you still need to make work.

50:35.880 --> 50:46.680
For example more of the states the intro screen over screen squirty and all that stuff but we will tackle

50:47.370 --> 50:54.490
the kind of more of the game states and maybe I'll go over it a little bit more thoroughly than I did

50:54.490 --> 50:55.890
in this lecture series.

50:55.930 --> 51:01.170
There's so much to do in this lecture so I'll see you in the next lecture.
