1 00:00:00,600 --> 00:00:01,880 Hello and welcome. 2 00:00:01,890 --> 00:00:13,260 In our previous lectures we went through how to create the functions and variables that will make the 3 00:00:13,260 --> 00:00:18,120 bricks vanish or disappear after they've been hit. 4 00:00:18,120 --> 00:00:29,190 We also create take function to track the State of the coalition to determine if a board or the break 5 00:00:29,490 --> 00:00:32,780 has been hit by the ball or not. 6 00:00:33,000 --> 00:00:45,360 In this lecture we will be activating all that by calling the coalition detection function so we can 7 00:00:45,500 --> 00:00:49,720 add quality to completion detection function that we create. 8 00:00:49,910 --> 00:00:55,690 We then add it inside the draw function so that it is called from there. 9 00:00:55,890 --> 00:01:03,600 An everything will be activated and then we can practice and we can see the ball actually hitting the 10 00:01:03,610 --> 00:01:06,030 brick and watching the bricks disappear. 11 00:01:06,030 --> 00:01:08,700 So let's go ahead and do that. 12 00:01:08,820 --> 00:01:16,860 So these are our functions here so let's look for where the other functions have been called from. 13 00:01:16,860 --> 00:01:22,500 So if you look at the function you draw this is where we we are calling the other functions from. 14 00:01:22,650 --> 00:01:30,600 So we want to add the quality detection function here just on the need the drol pad slate is called 15 00:01:30,930 --> 00:01:33,160 after the drop. 16 00:01:33,420 --> 00:01:38,120 So what we do will do collusion. 17 00:01:38,570 --> 00:01:44,660 So we're typing the name of the function which is collision right there. 18 00:01:44,670 --> 00:01:46,340 Coalition detection. 19 00:01:50,260 --> 00:01:52,370 And this is. 20 00:01:58,160 --> 00:02:00,760 And then the semicolon. 21 00:02:03,770 --> 00:02:08,000 All right so we as done have now added it so I save that. 22 00:02:08,090 --> 00:02:17,260 So if we load up the game we should see that in effect so win the ball and he hits the brick the bridge 23 00:02:17,260 --> 00:02:18,760 should disappear. 24 00:02:18,770 --> 00:02:20,570 So let's have a look. 25 00:02:21,090 --> 00:02:21,580 All right. 26 00:02:21,590 --> 00:02:30,920 This is the game now with the coalition detection activated so far used the panel and the ball should 27 00:02:30,920 --> 00:02:33,890 bounce off the pad and hit the bricks. 28 00:02:33,890 --> 00:02:36,140 The bricks should disappear. 29 00:02:36,140 --> 00:02:37,940 So let me have a go. 30 00:02:37,950 --> 00:02:40,460 Just have a look. 31 00:02:41,950 --> 00:02:44,640 Okay I lost that one. 32 00:02:45,540 --> 00:02:47,480 I lost again. 33 00:02:51,850 --> 00:02:52,870 Go home. 34 00:02:52,880 --> 00:02:56,040 Very good Sir Kenneth havlik again. 35 00:03:01,760 --> 00:03:04,180 He seeing some of the bricks have been 36 00:03:07,020 --> 00:03:14,860 here that's been set so we can see that the coalition detection is actually working because when the 37 00:03:14,860 --> 00:03:23,170 ball bounces off the paddle the orange rectangle Here's a look if it bounces off the rectangle and hits 38 00:03:23,470 --> 00:03:25,700 the brake it disappears. 39 00:03:25,730 --> 00:03:34,120 Obviously the ball should touch the bottom of the canvas then you lose the game so the goal is not to 40 00:03:34,120 --> 00:03:37,530 let the ball touch the bottom of the compass. 41 00:03:37,660 --> 00:03:47,170 And if you're able to use the ball to hit or the breaks and all the bricks disappear from the canvas 42 00:03:47,530 --> 00:03:49,600 then you have won the game. 43 00:03:49,930 --> 00:03:59,540 So in the nex section we are going to try and implement some scoring so that you could get this score. 44 00:03:59,550 --> 00:04:02,450 Point is time you hit it brick. 45 00:04:02,530 --> 00:04:04,690 Thank you so much for watching. 46 00:04:04,690 --> 00:04:05,670 Bye for now.