1
00:00:00,660 --> 00:00:06,120
This lesson is going to be for those of you that want something more visual in the earlier lessons,

2
00:00:06,120 --> 00:00:10,650
we set up a really simple dice rolling where we've got the number on the left side.

3
00:00:10,660 --> 00:00:16,500
So for the player and a number on the right side for the second player, so I can be player, computer

4
00:00:16,500 --> 00:00:17,250
and so on.

5
00:00:17,430 --> 00:00:24,330
So every time we press the roll, we get one winner out of the two and sometimes we also end up on a

6
00:00:24,330 --> 00:00:24,670
draw.

7
00:00:24,960 --> 00:00:28,080
So I know some of you like a more visual representation.

8
00:00:28,080 --> 00:00:33,120
This is where we can add in the Unicode Decimal Code, which is represented, and there's a number of

9
00:00:33,120 --> 00:00:39,060
websites online that you can search this and find all of the different decimal codes, the AFC codes.

10
00:00:40,260 --> 00:00:45,870
So it is going over to a website called Code Table, and it's going to show us that the Unicode Decimal

11
00:00:45,870 --> 00:00:50,400
Code and no sign 98 57 is a two.

12
00:00:50,880 --> 00:00:53,760
If we go to number six, it's a one.

13
00:00:54,000 --> 00:00:58,030
And if we go to number eight, it's going to be a three and so on.

14
00:00:58,290 --> 00:01:03,930
So that's what we can represent and output these unique codes into our visuals.

15
00:01:04,050 --> 00:01:07,520
So we don't just have the numbers, we can actually have a visual as well.

16
00:01:07,740 --> 00:01:13,680
So let's add that in and we can do that really easily where we've got our starting number.

17
00:01:13,890 --> 00:01:16,530
And we saw that they were all in sequence.

18
00:01:16,710 --> 00:01:26,280
So if we start at 98, 55 and we add our number to it, that's going to actually give us the value here

19
00:01:26,280 --> 00:01:32,280
within the decimal number, plus whatever the number was that we generated there.

20
00:01:32,520 --> 00:01:38,130
And then we also need to add in the semicolon and we can return back the number.

21
00:01:38,370 --> 00:01:40,770
Plus, let's add in a space here.

22
00:01:41,070 --> 00:01:42,710
We need to update this.

23
00:01:42,720 --> 00:01:48,390
So I just got to change this to NP so we don't have any conflicts because we are using NUM within the

24
00:01:48,390 --> 00:01:48,900
arguments.

25
00:01:49,140 --> 00:01:54,930
So it's refresh one more time, try that out and you can see now we're returning back the actual visual

26
00:01:54,930 --> 00:01:56,430
dice with a number.

27
00:01:56,670 --> 00:02:01,380
So this is a lot more appealing to players that they can see something visual as well.

28
00:02:01,620 --> 00:02:06,800
And it wasn't a really big fix because we were already outputting that value and all those values out.

29
00:02:07,590 --> 00:02:12,930
So go ahead and try this out, add this fix in for yourself into your application and keeping in mind

30
00:02:12,960 --> 00:02:17,010
there's a lot of really neat decimal codes that you can make use of that.

31
00:02:17,010 --> 00:02:22,800
Add in quick visuals instead of just the character numbers into your games.

32
00:02:22,800 --> 00:02:26,670
And they get treated just as any other text does.

33
00:02:26,940 --> 00:02:30,560
Where we've got a large font size, it makes them large as well.
