title
Java pong game 🏓

description
Java pong game tutorial for beginners #Java #pong #game Coding boot camps hate him! See how he can teach you to code with this one simple trick... Bro Code is the self-proclaimed #1 tutorial series on coding in various programming languages and other how-to videos in the known universe.

detail
{'title': 'Java pong game 🏓', 'heatmap': [{'end': 611.019, 'start': 567.448, 'weight': 0.719}, {'end': 1993.032, 'start': 1909.028, 'weight': 0.745}], 'summary': 'Creating a pong game in java, including setting up game panel, creating game loop, managing paddle functionality, optimizing paddle movement, implementing ball creation and movement, collision detection, scoring, and arcade-like game display.', 'chapters': [{'end': 1007.986, 'segs': [{'end': 177.354, 'src': 'embed', 'start': 139.658, 'weight': 1, 'content': [{'end': 144.161, 'text': "Now it's about that time that we import everything that we need from the JRE system library.", 'start': 139.658, 'duration': 4.503}, {'end': 146.703, 'text': "So there's four imports we'll need.", 'start': 144.661, 'duration': 2.042}, {'end': 173.072, 'text': "java.awt import java.awt.event java.util and lastly javax.swing So some of these classes won't necessarily use all of these.", 'start': 147.472, 'duration': 25.6}, {'end': 177.354, 'text': "What I'm thinking we can do is just copy these and paste it within each of these classes.", 'start': 173.112, 'duration': 4.242}], 'summary': 'Import four classes from jre system library for usage in code.', 'duration': 37.696, 'max_score': 139.658, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE139658.jpg'}, {'end': 611.019, 'src': 'heatmap', 'start': 567.448, 'weight': 0.719, 'content': [{'end': 569.969, 'text': 'So public void draw.', 'start': 567.448, 'duration': 2.521}, {'end': 575.813, 'text': 'This takes graphics G.', 'start': 571.27, 'duration': 4.543}, {'end': 579.895, 'text': "So moving on with a few of our classes, we're going to turn these into subclasses.", 'start': 575.813, 'duration': 4.082}, {'end': 581.996, 'text': "So let's begin with our game frame.", 'start': 580.295, 'duration': 1.701}, {'end': 587.019, 'text': "So next to the declaration, let's have this extends the JFrame class.", 'start': 582.417, 'duration': 4.602}, {'end': 590.922, 'text': 'So we can treat our game frame as a JFrame basically.', 'start': 588.22, 'duration': 2.702}, {'end': 594.564, 'text': 'Our game panel will extends JPanel.', 'start': 591.442, 'duration': 3.122}, {'end': 602.312, 'text': "And it's also going to implement the runnable interface so we can actually have this run on a thread.", 'start': 595.407, 'duration': 6.905}, {'end': 606.255, 'text': 'So paddle will extends rectangle.', 'start': 603.053, 'duration': 3.202}, {'end': 611.019, 'text': 'Same thing for ball, extends rectangle.', 'start': 607.936, 'duration': 3.083}], 'summary': 'Classes are being turned into subclasses, including game frame extending jframe, game panel extending jpanel, paddle and ball extending rectangle.', 'duration': 43.571, 'max_score': 567.448, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE567448.jpg'}, {'end': 662.811, 'src': 'embed', 'start': 618.129, 'weight': 0, 'content': [{'end': 628.834, 'text': "So let's head back to our pong game class and we'll start here and then work our way over to the right and declare and instantiate basically most of the things that we'll need throughout the rest of this program.", 'start': 618.129, 'duration': 10.705}, {'end': 634.357, 'text': "So beginning with our pong game class, we're going to create an instance of our game frame.", 'start': 629.395, 'duration': 4.962}, {'end': 637.518, 'text': 'And the game frame is going to hold a game panel.', 'start': 634.697, 'duration': 2.821}, {'end': 645.422, 'text': 'So the game frame is basically the window frame that has the minimize button, maximize, the X button, all that cool stuff.', 'start': 637.899, 'duration': 7.523}, {'end': 648.144, 'text': "So let's create an instance of the game frame.", 'start': 645.902, 'duration': 2.242}, {'end': 653.586, 'text': "So game frame, I'll call this frame equals new game frame.", 'start': 648.364, 'duration': 5.222}, {'end': 656.628, 'text': "And that's it for this class.", 'start': 655.247, 'duration': 1.381}, {'end': 658.408, 'text': "Let's move on to our game frame.", 'start': 656.768, 'duration': 1.64}, {'end': 662.811, 'text': "And before the constructor, we're going to create an instance of the game panel class.", 'start': 658.729, 'duration': 4.082}], 'summary': 'In the pong game class, an instance of the game frame and game panel are being instantiated to set up the program.', 'duration': 44.682, 'max_score': 618.129, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE618129.jpg'}], 'start': 1.212, 'title': 'Creating a pong game in java', 'summary': 'Covers creating a simple game of pong using java, including creating different classes for pong, importing necessary classes from jre system library, and setting up inner classes and subclasses for game classes.', 'chapters': [{'end': 139.498, 'start': 1.212, 'title': 'Creating pong game in java', 'summary': 'Discusses creating a simple game of pong using java, covering the process of creating different classes for pong, including ponggame, gameframe, gamepanel, paddle, ball, and score, to organize and manage the code effectively.', 'duration': 138.286, 'highlights': ['The chapter discusses creating a simple game of Pong using Java, covering the process of creating different classes for Pong, including PongGame, GameFrame, GamePanel, Paddle, Ball, and Score, to organize and manage the code effectively.', "The speaker emphasizes the importance of organizing code into different classes to keep things organized and consistent, mentioning that it's a personal coding habit.", 'The speaker encourages viewers to like, comment, and subscribe to support the channel, highlighting the importance of audience engagement.']}, {'end': 616.743, 'start': 139.658, 'title': 'Importing and creating methods for game classes', 'summary': 'Covers importing necessary classes from jre system library, creating methods for separate classes like game frame, game panel, paddle, ball, and score, and setting up inner classes and subclasses for these classes.', 'duration': 477.085, 'highlights': ['The chapter focuses on importing four necessary classes from the JRE system library: java.awt, java.awt.event, java.util, and javax.swing.', 'It emphasizes the approach of copying and pasting the imports within each class to save time and avoid constant importing of things.', 'It details the creation of separate methods within individual classes such as constructor for game frame, game panel, paddle ball, and score, along with methods like new ball, new paddles, paint, draw, move, check collision, and run within the game panel class.', 'The chapter also discusses the implementation of an inner class called AL, an action listener with key pressed and key released methods, and the addition of action listener to the game panel.', 'It covers the creation of methods such as key pressed, key released, set y direction, move, and draw within the paddle class.', 'The transcript explains the need for set x direction, set y direction, move, and draw methods within the ball class, along with the use of the random class for random direction.', 'Lastly, it mentions the creation of a draw method for the score class and the implementation of subclasses for game frame, game panel, paddle, ball, and score, where game frame extends JFrame, game panel implements the runnable interface, and paddle, ball, and score extend rectangle.']}, {'end': 1007.986, 'start': 618.129, 'title': 'Creating pong game class', 'summary': 'Covers the process of creating a pong game class, including instantiating game frame and panel, using static and final keyword modifiers for variables, and declaring instances for thread, image, graphics, paddle, ball, and score.', 'duration': 389.857, 'highlights': ['The game frame is instantiated to hold a game panel, setting the foundation for the window frame and game display.', 'Explanation of using static and final keyword modifiers to create static final integer variables for game width, game height, and ball diameter, emphasizing the benefits of these modifiers in the program.', 'Creation of dimensions for the game screen, calculation of game height based on the ratio of game width, and the use of a dimension class to represent the screen size.', 'Declaration of paddle and ball dimensions, thread, image, graphics, random, and score instances, and their significance in the game program.']}], 'duration': 1006.774, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1212.jpg', 'highlights': ['The chapter covers creating a simple game of Pong using Java, including creating different classes for Pong, such as PongGame, GameFrame, GamePanel, Paddle, Ball, and Score, to organize and manage the code effectively.', 'The chapter focuses on importing four necessary classes from the JRE system library: java.awt, java.awt.event, java.util, and javax.swing, and emphasizes the approach of copying and pasting the imports within each class to save time and avoid constant importing of things.', 'The game frame is instantiated to hold a game panel, setting the foundation for the window frame and game display.']}, {'end': 1493.09, 'segs': [{'end': 1142.545, 'src': 'embed', 'start': 1113.119, 'weight': 0, 'content': [{'end': 1114.38, 'text': "And here's a quick description.", 'start': 1113.119, 'duration': 1.261}, {'end': 1121.346, 'text': 'So this causes the window to be sized to fit the preferred size and layout of its subcomponents.', 'start': 1114.921, 'duration': 6.425}, {'end': 1127.251, 'text': 'And in our case, what this is going to do, once we create our game panel, this is kind of like a painting.', 'start': 1121.966, 'duration': 5.285}, {'end': 1133.436, 'text': "We're going to use the game frame class, and it will fit snugly around our game panel.", 'start': 1127.711, 'duration': 5.725}, {'end': 1137.6, 'text': "So we don't necessarily need to set the size of our JFrame.", 'start': 1133.797, 'duration': 3.803}, {'end': 1142.545, 'text': "It's going to adjust accordingly to accommodate the size of our game panel.", 'start': 1137.901, 'duration': 4.644}], 'summary': 'The window adjusts to fit the preferred size and layout of subcomponents, such as the game panel, without explicitly setting the jframe size.', 'duration': 29.426, 'max_score': 1113.119, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1113119.jpg'}, {'end': 1184.839, 'src': 'embed', 'start': 1157.261, 'weight': 2, 'content': [{'end': 1167.806, 'text': 'So when we use the pack method and we add that to our game frame, the window frame is actually going to adjust to fit the size of the game panel.', 'start': 1157.261, 'duration': 10.545}, {'end': 1172.828, 'text': 'And one other trick you can do too is that, since this appears in the top left corner,', 'start': 1168.426, 'duration': 4.402}, {'end': 1177.391, 'text': 'we can actually set this to appear in the middle of our window here on our computer.', 'start': 1172.828, 'duration': 4.563}, {'end': 1184.839, 'text': 'So the method for that is set location relative to, and then put null.', 'start': 1177.891, 'duration': 6.948}], 'summary': 'Using the pack method adjusts window frame to fit game panel size. setting location to appear in middle of window', 'duration': 27.578, 'max_score': 1157.261, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1157261.jpg'}, {'end': 1301.96, 'src': 'embed', 'start': 1237.017, 'weight': 1, 'content': [{'end': 1242.718, 'text': 'So one thing that I want to do is pass in our game width as well as our game height variables.', 'start': 1237.017, 'duration': 5.701}, {'end': 1246.419, 'text': "So I'm going to pass these into the constructor.", 'start': 1243.298, 'duration': 3.121}, {'end': 1251.6, 'text': 'So game width as well as our game height.', 'start': 1247.059, 'duration': 4.541}, {'end': 1255.501, 'text': "So let's finish setting up these constructors.", 'start': 1253.24, 'duration': 2.261}, {'end': 1259.542, 'text': 'Well, the constructor for the score class.', 'start': 1256.681, 'duration': 2.861}, {'end': 1264.903, 'text': 'So this takes an integer variable and the first one was game width.', 'start': 1259.562, 'duration': 5.341}, {'end': 1270.029, 'text': 'And the second one was game height.', 'start': 1266.766, 'duration': 3.263}, {'end': 1273.772, 'text': "All right, so we'll return to this later.", 'start': 1271.61, 'duration': 2.162}, {'end': 1275.573, 'text': "Let's head back to our game panel.", 'start': 1273.872, 'duration': 1.701}, {'end': 1281.277, 'text': 'So with this game panel, we want this to be focusable.', 'start': 1277.955, 'duration': 3.322}, {'end': 1285.721, 'text': "So if we press any keys, it's going to have focus then.", 'start': 1282.038, 'duration': 3.683}, {'end': 1289.264, 'text': "So it's actually going to read these key presses, these keystrokes.", 'start': 1285.921, 'duration': 3.343}, {'end': 1294.348, 'text': 'So this.setFocusable true.', 'start': 1289.764, 'duration': 4.584}, {'end': 1297.977, 'text': 'Then we want to add an action listener.', 'start': 1295.796, 'duration': 2.181}, {'end': 1301.96, 'text': 'So this will respond to keystrokes.', 'start': 1299.318, 'duration': 2.642}], 'summary': 'Pass game width and height into constructors, set focusable game panel, add action listener for keystrokes.', 'duration': 64.943, 'max_score': 1237.017, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1237017.jpg'}, {'end': 1425.078, 'src': 'embed', 'start': 1369.129, 'weight': 4, 'content': [{'end': 1372.272, 'text': "However, I forgot that here we're doing integer division.", 'start': 1369.129, 'duration': 3.143}, {'end': 1375.073, 'text': 'So this will round down to 0.', 'start': 1372.752, 'duration': 2.321}, {'end': 1379.775, 'text': 'So when I ran this program, I had a game frame with a width but no height.', 'start': 1375.073, 'duration': 4.702}, {'end': 1383.816, 'text': 'So we should actually place a double value here instead.', 'start': 1380.215, 'duration': 3.601}, {'end': 1388.978, 'text': 'So 5 divided by 9 equals 0.5 repeating.', 'start': 1384.196, 'duration': 4.782}, {'end': 1396.141, 'text': "So I'm just going to change this from 5 divided by 9 to 0.5555.", 'start': 1389.398, 'duration': 6.743}, {'end': 1397.322, 'text': 'So that should be good then.', 'start': 1396.141, 'duration': 1.181}, {'end': 1398.662, 'text': "Let's try rerunning this.", 'start': 1397.502, 'duration': 1.16}, {'end': 1403.964, 'text': "So now we have our game panel that's added to our game frame.", 'start': 1399.222, 'duration': 4.742}, {'end': 1408.686, 'text': 'So this panel will house all of the components for our Pong game.', 'start': 1404.325, 'duration': 4.361}, {'end': 1411.728, 'text': "So we're still within our game panel class.", 'start': 1409.367, 'duration': 2.361}, {'end': 1414.369, 'text': "Let's work on the paint method next.", 'start': 1411.968, 'duration': 2.401}, {'end': 1416.65, 'text': "So we're going to take our image.", 'start': 1414.949, 'duration': 1.701}, {'end': 1425.078, 'text': "And we're going to create an image that has the dimensions of the width and the height of our game panel.", 'start': 1417.694, 'duration': 7.384}], 'summary': 'Integer division resulted in erroneous dimensions; corrected to double values. final dimensions set for game panel.', 'duration': 55.949, 'max_score': 1369.129, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1369129.jpg'}], 'start': 1008.286, 'title': 'Setting up and creating game panel for pong game', 'summary': 'Covers setting up the game frame and panel, adding game panel to frame, setting properties, instantiating score class, creating a game panel with focusable features, handling mistakes, action listener for keystrokes, and drawing components.', 'chapters': [{'end': 1270.029, 'start': 1008.286, 'title': 'Setting up pong game', 'summary': 'Covers setting up the game frame and panel for the pong game, including adding the game panel to the frame, setting properties like title and background color, and the instantiation of the score class with game width and height.', 'duration': 261.743, 'highlights': ['The chapter covers setting up the game frame and panel for the Pong game, including adding the game panel to the frame, setting properties like title and background color, and the instantiation of the score class with game width and height.', 'The pack method of the JFrame class is used to size the window to fit the preferred size and layout of its subcomponents, allowing the game frame to adjust snugly around the game panel without needing to set the size of the JFrame.', 'The set location relative to null method is used to position the game window in the middle of the screen when running the application.', 'The instantiating of the score class with game width and height variables is demonstrated, showcasing the setup of constructors for the score class.']}, {'end': 1493.09, 'start': 1271.61, 'title': 'Creating game panel and handling mistakes', 'summary': 'Covers the creation of a game panel with focusable features, action listener for keystrokes, setting dimensions for the panel, fixing a mistake in the height to width ratio, and drawing components on the panel.', 'duration': 221.48, 'highlights': ['The game panel is made focusable to respond to keystrokes, with an action listener added to respond to key presses.', 'A mistake in the height to width ratio is rectified by changing the value from 5 divided by 9 to 0.5555, ensuring proper dimensions for the game frame.', 'The paint method is implemented to create an image with the dimensions of the game panel, set graphics, draw components, and then draw the image with specified coordinates.']}], 'duration': 484.804, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1008286.jpg', 'highlights': ['The pack method of the JFrame class is used to size the window to fit the preferred size and layout of its subcomponents, allowing the game frame to adjust snugly around the game panel without needing to set the size of the JFrame.', 'The game panel is made focusable to respond to keystrokes, with an action listener added to respond to key presses.', 'The set location relative to null method is used to position the game window in the middle of the screen when running the application.', 'The instantiating of the score class with game width and height variables is demonstrated, showcasing the setup of constructors for the score class.', 'The paint method is implemented to create an image with the dimensions of the game panel, set graphics, draw components, and then draw the image with specified coordinates.', 'A mistake in the height to width ratio is rectified by changing the value from 5 divided by 9 to 0.5555, ensuring proper dimensions for the game frame.']}, {'end': 1943.16, 'segs': [{'end': 1523.194, 'src': 'embed', 'start': 1493.49, 'weight': 0, 'content': [{'end': 1498.172, 'text': "And we're also going to pass in this, our J panel called game panel.", 'start': 1493.49, 'duration': 4.682}, {'end': 1503.481, 'text': "All right everyone so let's move on to the run method of the game panel class.", 'start': 1499.059, 'duration': 4.422}, {'end': 1506.402, 'text': "We're going to create a basic game loop.", 'start': 1503.521, 'duration': 2.881}, {'end': 1511.164, 'text': "This isn't anything too sophisticated it's just something I would say very basic.", 'start': 1506.482, 'duration': 4.682}, {'end': 1514.865, 'text': "I'm hoping to get like 60 frames per second or so with this.", 'start': 1511.884, 'duration': 2.981}, {'end': 1523.194, 'text': "Granted though I'm not really a game loop expert so you guys can probably code something better than this but We'll just start with something basic.", 'start': 1515.586, 'duration': 7.608}], 'summary': 'Creating a basic game loop targeting 60 frames per second.', 'duration': 29.704, 'max_score': 1493.49, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1493490.jpg'}, {'end': 1596.131, 'src': 'embed', 'start': 1570.732, 'weight': 1, 'content': [{'end': 1576.996, 'text': 'Okay So that should be 1 billion divided by amount of ticks.', 'start': 1570.732, 'duration': 6.264}, {'end': 1583.137, 'text': "Then we're going to create a double value called delta and set this equal to zero.", 'start': 1578.032, 'duration': 5.105}, {'end': 1588.002, 'text': "So these are all the variables we'll need to declare and assign.", 'start': 1585.059, 'duration': 2.943}, {'end': 1589.704, 'text': "So we're going to create a while loop.", 'start': 1588.202, 'duration': 1.502}, {'end': 1591.226, 'text': "There's a few different ways to do this.", 'start': 1589.924, 'duration': 1.302}, {'end': 1596.131, 'text': 'You could have a boolean value called running, and you can do this while the game is running.', 'start': 1591.366, 'duration': 4.765}], 'summary': 'Create a while loop to divide 1 billion by ticks in a game', 'duration': 25.399, 'max_score': 1570.732, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1570732.jpg'}, {'end': 1661.582, 'src': 'embed', 'start': 1618.74, 'weight': 2, 'content': [{'end': 1628.023, 'text': "And then we're going to take our delta value plus equals whatever now is minus last time.", 'start': 1618.74, 'duration': 9.283}, {'end': 1632.199, 'text': 'And this will be divided by an S for nanoseconds.', 'start': 1628.857, 'duration': 3.342}, {'end': 1637.241, 'text': 'Then last time equals now.', 'start': 1633.459, 'duration': 3.782}, {'end': 1651.248, 'text': "And if our delta value is greater than or equal to one, then we're going to first move all of the components.", 'start': 1638.842, 'duration': 12.406}, {'end': 1655.11, 'text': "And then we're going to check for any collisions.", 'start': 1653.009, 'duration': 2.101}, {'end': 1657.951, 'text': 'So check collision.', 'start': 1655.75, 'duration': 2.201}, {'end': 1661.582, 'text': 'And then repaint everything.', 'start': 1660.182, 'duration': 1.4}], 'summary': 'Algorithm updates delta value and checks for collisions.', 'duration': 42.842, 'max_score': 1618.74, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1618740.jpg'}, {'end': 1913.829, 'src': 'embed', 'start': 1814.137, 'weight': 3, 'content': [{'end': 1819.684, 'text': 'So we can keep the Y positioning the same, but we need to pass in a unique ID number.', 'start': 1814.137, 'duration': 5.547}, {'end': 1822.928, 'text': "So let's pass in two instead of one.", 'start': 1821.086, 'duration': 1.842}, {'end': 1827.734, 'text': "Okay, so let's finish setting up the constructor for this class.", 'start': 1824.129, 'duration': 3.605}, {'end': 1830.341, 'text': "So we'll head to the paddle class.", 'start': 1828.519, 'duration': 1.822}, {'end': 1837.928, 'text': "So for this class, the first thing we're taking in is an X position, Y position, width, and height, and then an ID number.", 'start': 1831.122, 'duration': 6.806}, {'end': 1853.403, 'text': 'So int X, int Y, int paddle width, int paddle height, and int ID.', 'start': 1838.449, 'duration': 14.954}, {'end': 1861.611, 'text': 'Now within the paddle constructor, since this is a subclass of the rectangle superclass.', 'start': 1854.525, 'duration': 7.086}, {'end': 1865.675, 'text': 'we can actually call the super constructor to assign some of these arguments for us.', 'start': 1861.611, 'duration': 4.064}, {'end': 1873.541, 'text': "So we're going to send the super constructor the x value, y, as well as width and height.", 'start': 1866.215, 'duration': 7.326}, {'end': 1876.164, 'text': 'So paddle width and paddle height.', 'start': 1873.661, 'duration': 2.503}, {'end': 1880.084, 'text': 'And then we just need to assign this ID that we receive.', 'start': 1877.182, 'duration': 2.902}, {'end': 1883.466, 'text': 'So this ID equals ID.', 'start': 1880.224, 'duration': 3.242}, {'end': 1886.128, 'text': "And that's it for our constructor for now.", 'start': 1884.167, 'duration': 1.961}, {'end': 1891.411, 'text': "So let's go down to the draw method and actually draw these rectangles, these paddles.", 'start': 1886.468, 'duration': 4.943}, {'end': 1899.096, 'text': 'So if our ID is equal to 1, this will be player 1.', 'start': 1892.012, 'duration': 7.084}, {'end': 1900.957, 'text': "So let's set the color for player 1.", 'start': 1899.096, 'duration': 1.861}, {'end': 1901.658, 'text': 'So g.setColor.', 'start': 1900.957, 'duration': 0.701}, {'end': 1909.028, 'text': "color and maybe we'll make player one blue.", 'start': 1905.307, 'duration': 3.721}, {'end': 1913.829, 'text': 'so color dot blue.', 'start': 1909.028, 'duration': 4.801}], 'summary': 'Setting up the paddle class with unique id, constructor, and draw method for player 1.', 'duration': 99.692, 'max_score': 1814.137, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1814137.jpg'}], 'start': 1493.49, 'title': 'Game loop and paddle management', 'summary': 'Discusses creating a basic game loop targeting 60 frames per second, managing game logic and rendering using a while loop, and handling collisions. it also covers the instantiation, positioning, dimensions, unique ids, and drawing of paddles.', 'chapters': [{'end': 1686.718, 'start': 1493.49, 'title': 'Creating a basic game loop', 'summary': 'Discusses creating a basic game loop for pong, aiming for 60 frames per second, using a while loop to manage game logic and rendering, and handling collisions within the loop.', 'duration': 193.228, 'highlights': ['Aiming for 60 frames per second The speaker aims to achieve around 60 frames per second for the game loop.', 'Using a while loop to manage game logic and rendering The while loop is used to manage game logic and rendering by continuously updating and rendering game components.', 'Handling collisions within the loop The loop includes a step to check for collisions and repaint components accordingly.']}, {'end': 1943.16, 'start': 1687.039, 'title': 'Paddle instantiation and drawing', 'summary': 'Covers the instantiation of paddle instances, including setting their positions, dimensions, and unique ids, along with the drawing of the paddles based on their ids.', 'duration': 256.121, 'highlights': ['The chapter explains the process of instantiating instances of paddle one and paddle two by setting their positions and passing arguments for paddle width, height, and unique ID numbers.', 'It details the constructor setup for the paddle class, including assigning X position, Y position, width, height, and ID number, along with calling the super constructor to assign arguments.', "The chapter demonstrates the drawing of paddles, setting the color based on the paddle's ID, and filling the rectangles with the specified dimensions."]}], 'duration': 449.67, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1493490.jpg', 'highlights': ['Aiming for 60 frames per second The speaker aims to achieve around 60 frames per second for the game loop.', 'Using a while loop to manage game logic and rendering The while loop is used to manage game logic and rendering by continuously updating and rendering game components.', 'Handling collisions within the loop The loop includes a step to check for collisions and repaint components accordingly.', 'The chapter explains the process of instantiating instances of paddle one and paddle two by setting their positions and passing arguments for paddle width, height, and unique ID numbers.', 'It details the constructor setup for the paddle class, including assigning X position, Y position, width, height, and ID number, along with calling the super constructor to assign arguments.', "The chapter demonstrates the drawing of paddles, setting the color based on the paddle's ID, and filling the rectangles with the specified dimensions."]}, {'end': 2467.732, 'segs': [{'end': 1974.342, 'src': 'embed', 'start': 1943.6, 'weight': 0, 'content': [{'end': 1949.109, 'text': 'So x, y, width, and height.', 'start': 1943.6, 'duration': 5.509}, {'end': 1957.236, 'text': "All right, so let's go to our game panel class and actually draw this rectangle.", 'start': 1951.954, 'duration': 5.282}, {'end': 1961.877, 'text': "So when we go to the paint method, we're going to draw all of the graphics that we have.", 'start': 1957.756, 'duration': 4.121}, {'end': 1968.6, 'text': "So we're going to take our paddle, paddle1, and use the draw function.", 'start': 1962.318, 'duration': 6.282}, {'end': 1972.321, 'text': 'But we need to pass in our graphics g.', 'start': 1969.04, 'duration': 3.281}, {'end': 1974.342, 'text': "And we'll do the same thing for paddle2.", 'start': 1972.321, 'duration': 2.021}], 'summary': 'Drawing x, y, width, and height of paddle1 and paddle2 in game panel class.', 'duration': 30.742, 'max_score': 1943.6, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1943600.jpg'}, {'end': 2067.94, 'src': 'embed', 'start': 2029.832, 'weight': 1, 'content': [{'end': 2034.316, 'text': "Paddle2.keyReleased Then let's head to our Paddle class.", 'start': 2029.832, 'duration': 4.484}, {'end': 2040.624, 'text': "So now at this point, we're going to work within the key pressed method of the paddle class.", 'start': 2035.68, 'duration': 4.944}, {'end': 2046.97, 'text': "So we're going to create a switch that's going to examine the contents of our ID variable.", 'start': 2041.265, 'duration': 5.705}, {'end': 2049.331, 'text': 'So this is either one or two.', 'start': 2047.591, 'duration': 1.74}, {'end': 2053.136, 'text': 'So case one, this is referring to paddle one.', 'start': 2049.512, 'duration': 3.624}, {'end': 2067.94, 'text': "So if E dot get key code is equal to key event dot vk underscore, let's say w.", 'start': 2053.896, 'duration': 14.044}], 'summary': 'In paddle class, create a switch for key pressed method to handle paddle movement.', 'duration': 38.108, 'max_score': 2029.832, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2029832.jpg'}, {'end': 2127.778, 'src': 'embed', 'start': 2100.281, 'weight': 2, 'content': [{'end': 2102.943, 'text': 'And this applies to only paddle 1.', 'start': 2100.281, 'duration': 2.662}, {'end': 2105.544, 'text': "And we need to pass in, let's say, 10 pixels.", 'start': 2102.943, 'duration': 2.601}, {'end': 2108.726, 'text': "And you know what? I'm actually going to change this around.", 'start': 2106.605, 'duration': 2.121}, {'end': 2111.208, 'text': "Let's create a variable called speed.", 'start': 2108.846, 'duration': 2.362}, {'end': 2116.329, 'text': 'And we will pass in negative speed.', 'start': 2113.406, 'duration': 2.923}, {'end': 2119.031, 'text': "And we'll assign speed to maybe 10.", 'start': 2116.789, 'duration': 2.242}, {'end': 2120.152, 'text': 'And you can adjust this later.', 'start': 2119.031, 'duration': 1.121}, {'end': 2124.155, 'text': 'I think it would be easier if we have a variable you can change at the top of this class.', 'start': 2120.252, 'duration': 3.903}, {'end': 2126.417, 'text': "So we'll just pass in speed.", 'start': 2124.976, 'duration': 1.441}, {'end': 2127.778, 'text': 'I think that would be better.', 'start': 2127.018, 'duration': 0.76}], 'summary': "Paddle 1 should pass in 10 pixels, and a variable 'speed' should be created and set to -10, which can be adjusted later.", 'duration': 27.497, 'max_score': 2100.281, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2100281.jpg'}, {'end': 2314.197, 'src': 'embed', 'start': 2270.722, 'weight': 5, 'content': [{'end': 2279.568, 'text': "Now to prevent the paddles from going off the screen, we're going to fill in a few things within the check collision method of the game panel class.", 'start': 2270.722, 'duration': 8.846}, {'end': 2289.975, 'text': "So I'm just going to add a comment that this stops paddles at, I should call this window, window edges.", 'start': 2280.228, 'duration': 9.747}, {'end': 2303.83, 'text': "Okay, so what we'll check is if Paddle1.y is less than or equal to 0.", 'start': 2291.676, 'duration': 12.154}, {'end': 2314.197, 'text': "What we'll do is set Paddle1.y to equal 0.", 'start': 2303.83, 'duration': 10.367}], 'summary': "Preventing paddles from going off screen by setting paddle1.y to 0 if it's less than or equal to 0.", 'duration': 43.475, 'max_score': 2270.722, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2270722.jpg'}, {'end': 2441.637, 'src': 'embed', 'start': 2417.085, 'weight': 3, 'content': [{'end': 2423.168, 'text': 'So even though these paddles are functioning as they are intended, they are somewhat sluggish and slow.', 'start': 2417.085, 'duration': 6.083}, {'end': 2426.75, 'text': 'So we can actually make their movement more smooth.', 'start': 2423.569, 'duration': 3.181}, {'end': 2434.694, 'text': 'And one way we can do that is call each of these individual move methods after each iteration of our game loop.', 'start': 2427.17, 'duration': 7.524}, {'end': 2435.915, 'text': 'And we do that right here.', 'start': 2434.994, 'duration': 0.921}, {'end': 2441.637, 'text': "After each game loop cycle, we're calling the move method of the game panel class.", 'start': 2436.515, 'duration': 5.122}], 'summary': 'Paddles are sluggish, but can be made smoother by calling move methods after each game loop cycle.', 'duration': 24.552, 'max_score': 2417.085, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2417085.jpg'}], 'start': 1943.6, 'title': 'Paddle functionality and optimization', 'summary': 'Covers drawing and handling keystrokes for paddles, implementing movement and limitation within the game panel class to ensure functional and optimized paddle movement for smooth gameplay.', 'chapters': [{'end': 2124.155, 'start': 1943.6, 'title': 'Drawing paddles and handling keystrokes', 'summary': 'Covers drawing paddles on a game panel, handling keystrokes to move the paddles up and down on the y axis, and using key events to trigger specific actions, such as moving the paddles and changing their speed.', 'duration': 180.555, 'highlights': ['Drawing paddles on the game panel by using the draw function and passing in graphics g, resulting in the appearance of two paddles, paddle one and paddle two.', 'Handling keystrokes within the key pressed method of the paddle class using a switch statement to examine the contents of the ID variable (either one or two) and executing specific code blocks based on the key pressed (e.g., setting the y direction of paddle one and calling the move function).', 'Creating a variable called speed to control the movement of the paddles, allowing for easy adjustment of the speed by changing the value of the speed variable.']}, {'end': 2467.732, 'start': 2124.976, 'title': 'Paddle movement and limitation', 'summary': 'Covers the implementation of paddle movement and limitation within the game panel class, ensuring the paddles are functional, preventing them from going off the screen, and optimizing their movement for smooth gameplay.', 'duration': 342.756, 'highlights': ['The implementation of paddle movement and limitation within the game panel class ensures the functional behavior of the paddles, preventing them from going off the screen.', 'The method addresses the sluggishness of paddle movement by optimizing their smoothness for enhanced gameplay, calling individual move methods after each iteration of the game loop.', 'The specific adjustments made to the paddles include setting conditions to limit their movement within the game window, with examples of the implementation and testing provided for both paddle 1 and paddle 2.', 'The chapter also emphasizes the need to fill in the move method of the game panel class, ensuring the smooth and efficient movement of both paddles for an improved gaming experience.']}], 'duration': 524.132, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE1943600.jpg', 'highlights': ['Drawing paddles on the game panel using the draw function and passing in graphics g', 'Handling keystrokes within the key pressed method of the paddle class using a switch statement', 'Creating a variable called speed to control the movement of the paddles', 'The implementation of paddle movement and limitation within the game panel class', 'Optimizing paddle movement for enhanced gameplay by calling individual move methods', 'Setting conditions to limit paddle movement within the game window', 'Emphasizing the need to fill in the move method of the game panel class']}, {'end': 3072.878, 'segs': [{'end': 2556.388, 'src': 'embed', 'start': 2468.053, 'weight': 1, 'content': [{'end': 2471.795, 'text': "Well, at least for Java's swing graphical user interface at least.", 'start': 2468.053, 'duration': 3.742}, {'end': 2477.76, 'text': "And let's do the same thing for ball because I'll probably forget it if I don't do it now.", 'start': 2472.916, 'duration': 4.844}, {'end': 2479.221, 'text': 'So ball.move.', 'start': 2477.9, 'duration': 1.321}, {'end': 2483.184, 'text': 'And that is it for the move method of the game panel class.', 'start': 2479.601, 'duration': 3.583}, {'end': 2493.453, 'text': "for now with the ball.move method, I'm just going to turn this into a comment just so we can run this to test it every once in a while.", 'start': 2486.089, 'duration': 7.364}, {'end': 2497.496, 'text': "And then when we get to the point where we need this, we'll just remove the comment.", 'start': 2493.853, 'duration': 3.643}, {'end': 2502.659, 'text': "So let's go to the new ball method of the game panel class.", 'start': 2497.996, 'duration': 4.663}, {'end': 2511.644, 'text': "So what we'll do is that since we already have our random random instance, we are going to finish instantiating this.", 'start': 2503.299, 'duration': 8.345}, {'end': 2515.406, 'text': 'So random equals new ball.', 'start': 2512.044, 'duration': 3.362}, {'end': 2522.246, 'text': "random And we won't quite need this yet and I'll explain why in just a moment.", 'start': 2516.744, 'duration': 5.502}, {'end': 2528.108, 'text': "So let's say that we want this ball to start in the very center of our window.", 'start': 2522.786, 'duration': 5.322}, {'end': 2529.729, 'text': 'So right about here.', 'start': 2528.609, 'duration': 1.12}, {'end': 2536.852, 'text': "So we're going to pass in the coordinates of the ball that we have to our ball constructor.", 'start': 2530.269, 'duration': 6.583}, {'end': 2541.694, 'text': "So we're going to take ball and ball equals new ball.", 'start': 2537.372, 'duration': 4.322}, {'end': 2545.399, 'text': "And let's set the X positioning.", 'start': 2542.797, 'duration': 2.602}, {'end': 2551.484, 'text': 'So that would be game underscore width divided by two.', 'start': 2545.82, 'duration': 5.664}, {'end': 2556.388, 'text': 'But we also want to subtract the ball diameter.', 'start': 2552.825, 'duration': 3.563}], 'summary': 'Java swing gui: implementing move and positioning for ball in game panel class.', 'duration': 88.335, 'max_score': 2468.053, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2468053.jpg'}, {'end': 2683.711, 'src': 'embed', 'start': 2652.981, 'weight': 4, 'content': [{'end': 2660.708, 'text': "So we're going to send in x, y, the width, which is basically our ball diameter, and height, which is also ball diameter.", 'start': 2652.981, 'duration': 7.727}, {'end': 2669.222, 'text': "All right, so then within the constructor, let's set a random direction in which this ball is going to head.", 'start': 2662.878, 'duration': 6.344}, {'end': 2674.125, 'text': 'So we have our own instance of the random class within our ball class.', 'start': 2669.742, 'duration': 4.383}, {'end': 2675.946, 'text': 'And this is also named random.', 'start': 2674.746, 'duration': 1.2}, {'end': 2679.949, 'text': 'So random equals new random.', 'start': 2676.026, 'duration': 3.923}, {'end': 2683.711, 'text': "And let's create an integer.", 'start': 2682.391, 'duration': 1.32}], 'summary': 'Initializing ball with random direction and dimensions x, y, width, and height.', 'duration': 30.73, 'max_score': 2652.981, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2652981.jpg'}, {'end': 2938.003, 'src': 'embed', 'start': 2896.845, 'weight': 0, 'content': [{'end': 2900.868, 'text': "It's going kind of slow, and it's just going to disappear off the screen.", 'start': 2896.845, 'duration': 4.023}, {'end': 2905.211, 'text': 'So we want to set some limits on the game boundaries for the ball.', 'start': 2901.288, 'duration': 3.923}, {'end': 2913.656, 'text': "So to bounce the ball off the top and bottom window edges, we're going to do this within the check collision method of the game panel class.", 'start': 2905.551, 'duration': 8.105}, {'end': 2922.442, 'text': "So I'm just going to add a comment that this section of our code, of our method, will bounce the ball off the top and bottom window edges.", 'start': 2914.076, 'duration': 8.366}, {'end': 2938.003, 'text': "if the y-positioning of our ball, so ball.y, is less than or equal to zero, we'll have this if statement do this.", 'start': 2925.777, 'duration': 12.226}], 'summary': 'Setting limits on ball movement to prevent it from disappearing off the screen by checking collision with window edges.', 'duration': 41.158, 'max_score': 2896.845, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2896845.jpg'}], 'start': 2468.053, 'title': 'Creating and moving a ball', 'summary': "Covers the implementation of java's swing graphical user interface and initial steps for the ball movement method, creating a ball in the center of the window, setting up its position, diameter, initial speed, and implementing methods to move the ball and handle collisions with game boundaries.", 'chapters': [{'end': 2522.246, 'start': 2468.053, 'title': 'Java swing gui and ball movement', 'summary': "Covers the implementation of java's swing graphical user interface and the initial steps for the ball movement method in the game panel class.", 'duration': 54.193, 'highlights': ["The chapter focuses on the move method of the game panel class for Java's Swing graphical user interface.", 'The implementation of the initial steps for the ball movement method includes instantiating a random instance.']}, {'end': 3072.878, 'start': 2522.786, 'title': 'Creating and moving a ball', 'summary': 'Discusses creating a ball in the center of the window, setting up its position, diameter, and initial speed, and implementing methods to move the ball and handle collisions with game boundaries.', 'duration': 550.092, 'highlights': ['Setting the initial position of the ball in the center of the window The ball constructor sets the X positioning to game_width divided by 2 minus ball_diameter divided by 2 and the Y positioning to game_height divided by 2 minus ball_diameter divided by 2.', "Implementing random initial direction for the ball The ball constructor assigns a random x direction (0 or 1) for the ball's initial horizontal movement and a random y direction for the vertical movement.", "Handling collisions with game boundaries The check collision method in the game panel class reverses the ball's velocity if it reaches the top or bottom window edges, ensuring it bounces off the boundaries."]}], 'duration': 604.825, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE2468053.jpg', 'highlights': ["The check collision method in the game panel class reverses the ball's velocity if it reaches the top or bottom window edges, ensuring it bounces off the boundaries.", 'The implementation of the initial steps for the ball movement method includes instantiating a random instance.', 'Setting the initial position of the ball in the center of the window The ball constructor sets the X positioning to game_width divided by 2 minus ball_diameter divided by 2 and the Y positioning to game_height divided by 2 minus ball_diameter divided by 2.', "The chapter focuses on the move method of the game panel class for Java's Swing graphical user interface.", "Implementing random initial direction for the ball The ball constructor assigns a random x direction (0 or 1) for the ball's initial horizontal movement and a random y direction for the vertical movement."]}, {'end': 3523.728, 'segs': [{'end': 3209.791, 'src': 'embed', 'start': 3122.646, 'weight': 1, 'content': [{'end': 3125.829, 'text': "and we're going to use the intersects method.", 'start': 3122.646, 'duration': 3.183}, {'end': 3134.418, 'text': 'Since this ball class is a subclass of the rectangle superclass, it inherits all the methods and properties of this rectangle class.', 'start': 3126.35, 'duration': 8.068}, {'end': 3138.679, 'text': "including the intersects method, and we'll pass in paddle1.", 'start': 3134.798, 'duration': 3.881}, {'end': 3145.321, 'text': 'So this method is going to compare these two objects to see if there is any collision between the two.', 'start': 3139.44, 'duration': 5.881}, {'end': 3151.243, 'text': "So if there is a collision, we're going to reverse the velocity of the ball.", 'start': 3146.182, 'duration': 5.061}, {'end': 3153.104, 'text': 'So we can actually reassign this.', 'start': 3151.644, 'duration': 1.46}, {'end': 3165.143, 'text': "So ball.xvelocity, and we're going to reassign this with Using the math class's absolute value method.", 'start': 3153.264, 'duration': 11.879}, {'end': 3172.228, 'text': "it's just abs and we're going to pass in balls x velocity.", 'start': 3165.143, 'duration': 7.085}, {'end': 3180.793, 'text': "So this will be negative, and basically all we're doing is turning it into a positive number.", 'start': 3174.949, 'duration': 5.844}, {'end': 3186.419, 'text': 'I suppose you can always multiply this by negative one as well, but too late, I already wrote it.', 'start': 3181.397, 'duration': 5.022}, {'end': 3188.881, 'text': 'So this is totally optional.', 'start': 3187.34, 'duration': 1.541}, {'end': 3194.043, 'text': "If you want to increase the velocity after it bounces off a player's paddle,", 'start': 3189.121, 'duration': 4.922}, {'end': 3203.448, 'text': 'you can increment that by taking ball.x velocity and you can increment this by one or a different number.', 'start': 3194.043, 'duration': 9.405}, {'end': 3209.791, 'text': "I'll just add a note that this is optional for more difficulty.", 'start': 3203.808, 'duration': 5.983}], 'summary': "The ball's collision with the paddle triggers a velocity reversal and optional velocity increment for increased difficulty.", 'duration': 87.145, 'max_score': 3122.646, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE3122646.jpg'}, {'end': 3415.313, 'src': 'embed', 'start': 3380.454, 'weight': 0, 'content': [{'end': 3388.737, 'text': 'So this section is going to give a player one point and creates..', 'start': 3380.454, 'duration': 8.283}, {'end': 3395.189, 'text': 'new paddles and ball.', 'start': 3389.847, 'duration': 5.342}, {'end': 3405.574, 'text': "so we're going to check to see if the ball dot x value is less than or equal to zero.", 'start': 3395.189, 'duration': 10.385}, {'end': 3408.535, 'text': 'that means that player two scored a point.', 'start': 3405.574, 'duration': 2.961}, {'end': 3411.496, 'text': 'so that means that this touched the left boundary.', 'start': 3408.535, 'duration': 2.961}, {'end': 3415.313, 'text': "so Let's give player two a point.", 'start': 3411.496, 'duration': 3.817}], 'summary': 'Player two scores a point when ball x value is less than or equal to zero.', 'duration': 34.859, 'max_score': 3380.454, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE3380454.jpg'}], 'start': 3072.878, 'title': 'Game programming', 'summary': "Covers implementing collision detection between the ball and paddles, reversing the ball's velocity upon collision, increasing velocity after bouncing off the paddle, and implementing scoring for players when the ball touches the boundaries of the game panel.", 'chapters': [{'end': 3145.321, 'start': 3072.878, 'title': 'Checking ball collision with paddles', 'summary': 'Covers implementing collision detection between the ball and paddles in a game, utilizing the intersects method to check for collisions between the ball and the paddles.', 'duration': 72.443, 'highlights': ['Using the intersects method to check for collision between the ball and paddles, leveraging the inheritance of methods and properties from the rectangle class to implement collision detection.', 'Implementing the intersects method to compare the ball and paddle objects to detect collisions and enable the ball to bounce off the paddles.']}, {'end': 3523.728, 'start': 3146.182, 'title': 'Game programming - ball velocity and scoring', 'summary': 'Covers how to reverse the velocity of the ball upon collision, optionally increase velocity after bouncing off the paddle, and implement scoring for player 1 and player 2 when the ball touches the boundaries of the game panel.', 'duration': 377.546, 'highlights': ["Upon collision, the velocity of the ball can be reversed using the math class's absolute value method, which turns the velocity into a positive number.", "Optionally, the velocity of the ball can be increased after it bounces off a player's paddle by incrementing the x and y velocity of the ball.", 'Scoring system implemented to assign a point to player 2 when the ball touches the left boundary and to player 1 when the ball touches the right boundary, with the display of the current score for testing purposes.']}], 'duration': 450.85, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE3072878.jpg', 'highlights': ['Implementing scoring system to assign points to players when the ball touches game panel boundaries', 'Using intersects method to check collision between ball and paddles, leveraging inheritance from rectangle class', "Reversing ball's velocity upon collision using math class's absolute value method", "Increasing ball's velocity after bouncing off the paddle by incrementing x and y velocity"]}, {'end': 4042.53, 'segs': [{'end': 3596.76, 'src': 'embed', 'start': 3524.591, 'weight': 0, 'content': [{'end': 3527.08, 'text': 'So player two scored and they have one point.', 'start': 3524.591, 'duration': 2.489}, {'end': 3529.92, 'text': 'And player 1 scored as well.', 'start': 3528.459, 'duration': 1.461}, {'end': 3534.881, 'text': "And you can see that when a point is scored, it's going to reset the paddles to the middle.", 'start': 3530.12, 'duration': 4.761}, {'end': 3540.303, 'text': "And it's going to create a new ball for us in a, I would say, random direction.", 'start': 3535.421, 'duration': 4.882}, {'end': 3545.625, 'text': 'So another thing you can do too, this ball always starts in the middle.', 'start': 3541.684, 'duration': 3.941}, {'end': 3550.767, 'text': 'If you want, you can actually have this start somewhere randomly on the y-axis.', 'start': 3546.225, 'duration': 4.542}, {'end': 3553.948, 'text': 'So this part is optional if you want some more difficulty.', 'start': 3551.087, 'duration': 2.861}, {'end': 3560.73, 'text': "So let's head back to, where is it? the new ball method of the game panel class.", 'start': 3554.468, 'duration': 6.262}, {'end': 3567.794, 'text': "And we're going to create an instance of the random class within the new ball method.", 'start': 3561.29, 'duration': 6.504}, {'end': 3574.678, 'text': 'So if you want this ball to start randomly on the Y axis right now, it begins right in the center.', 'start': 3568.194, 'duration': 6.484}, {'end': 3580.762, 'text': "So we're going to change the Y positioning within the constructor for our ball object.", 'start': 3575.199, 'duration': 5.563}, {'end': 3583.895, 'text': 'So it looks like that is right here.', 'start': 3581.354, 'duration': 2.541}, {'end': 3587.636, 'text': "So let's use this instance of the random class.", 'start': 3584.655, 'duration': 2.981}, {'end': 3593.599, 'text': "So we're going to type in random dot next int.", 'start': 3588.177, 'duration': 5.422}, {'end': 3596.76, 'text': "And we'll need to set some values.", 'start': 3594.899, 'duration': 1.861}], 'summary': 'Players score points, reset paddles, and create new balls in pong game, with option to start ball randomly for added difficulty.', 'duration': 72.169, 'max_score': 3524.591, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE3524591.jpg'}, {'end': 3688.333, 'src': 'embed', 'start': 3624.61, 'weight': 4, 'content': [{'end': 3628.931, 'text': "Okay, let's head to the score class, and I believe that is it.", 'start': 3624.61, 'duration': 4.321}, {'end': 3634.388, 'text': 'So with our score constructor, we passed in a game width and a game height.', 'start': 3629.986, 'duration': 4.402}, {'end': 3639.531, 'text': "So let's just assign these to our game width and game height variables of the score class.", 'start': 3634.468, 'duration': 5.063}, {'end': 3641.252, 'text': 'So these are static.', 'start': 3639.991, 'duration': 1.261}, {'end': 3645.714, 'text': 'So what we can type in here is the name of the class instead of the name of this instance.', 'start': 3641.512, 'duration': 4.202}, {'end': 3655.719, 'text': 'So score.game underscore width is equal to game underscore width.', 'start': 3646.194, 'duration': 9.525}, {'end': 3658.841, 'text': 'But I can never spell ever.', 'start': 3657.52, 'duration': 1.321}, {'end': 3662.21, 'text': "Okay, then let's do this for height.", 'start': 3660.649, 'duration': 1.561}, {'end': 3668.736, 'text': 'So score dot game height equals game underscore height.', 'start': 3662.651, 'duration': 6.085}, {'end': 3675.342, 'text': "All right, so let's go to the draw method.", 'start': 3672.599, 'duration': 2.743}, {'end': 3679.345, 'text': "So let's actually draw the score on the screen.", 'start': 3676.042, 'duration': 3.303}, {'end': 3681.147, 'text': "So let's set the color.", 'start': 3679.906, 'duration': 1.241}, {'end': 3684.65, 'text': 'G dot set color.', 'start': 3681.387, 'duration': 3.263}, {'end': 3687.052, 'text': "And maybe we'll make this white.", 'start': 3685.651, 'duration': 1.401}, {'end': 3688.333, 'text': 'So color dot white.', 'start': 3687.132, 'duration': 1.201}], 'summary': 'In the score class, game width and height are assigned, and the score is drawn on the screen with white color.', 'duration': 63.723, 'max_score': 3624.61, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE3624610.jpg'}, {'end': 3967.208, 'src': 'embed', 'start': 3935.066, 'weight': 3, 'content': [{'end': 3937.507, 'text': "And then I'm also going to do this for player two.", 'start': 3935.066, 'duration': 2.441}, {'end': 3948.56, 'text': 'So string.value of player2 divided by 10 plus the string value of player2 modulus 10.', 'start': 3940.535, 'duration': 8.025}, {'end': 3949.74, 'text': "So let's test this.", 'start': 3948.56, 'duration': 1.18}, {'end': 3953.643, 'text': 'So we have two digits.', 'start': 3952.062, 'duration': 1.581}, {'end': 3959.206, 'text': 'The first is the tens position and the other digit on the right is the singles position.', 'start': 3953.983, 'duration': 5.223}, {'end': 3965.89, 'text': "So I'm just going to fast forward this video until we can actually see this reach the tens position.", 'start': 3959.586, 'duration': 6.304}, {'end': 3967.208, 'text': 'Here we are.', 'start': 3966.687, 'duration': 0.521}], 'summary': "Demonstrating calculation for player two's position using string values and division.", 'duration': 32.142, 'max_score': 3935.066, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE3935066.jpg'}], 'start': 3524.591, 'title': 'Paddle reset and creating pong game using java', 'summary': 'Discusses the paddle reset and random ball placement in the game, along with the creation of a pong game using java. it covers the scoring reset, ball placement, and the display of scores in an arcade-like format with two digits for the tens and singles positions.', 'chapters': [{'end': 3624.59, 'start': 3524.591, 'title': 'Paddle reset and random ball placement', 'summary': 'Discusses how scoring in the game resets paddles to the middle and creates a new ball in a random direction, with an optional feature allowing the ball to start randomly on the y-axis, adding more difficulty to the game.', 'duration': 99.999, 'highlights': ['The game resets the paddles to the middle and creates a new ball in a random direction when a point is scored, resulting in dynamic gameplay.', 'The optional feature allows the ball to start randomly on the y-axis, adding more difficulty to the game and enhancing player experience.', 'The random class is used to set the Y positioning within the constructor for the ball object, providing flexibility in ball placement.']}, {'end': 4042.53, 'start': 3624.61, 'title': 'Creating pong game using java', 'summary': 'Demonstrates the process of creating a pong game using java, covering the construction of the score class, drawing the score on the screen, and displaying the score in an arcade-like format with two digits for the tens and singles positions.', 'duration': 417.92, 'highlights': ['The chapter covers the construction of the score class, passing a game width and a game height to the score constructor, and assigning them to the game width and game height variables of the score class.', 'It explains the process of drawing the score on the screen by setting the color to white, choosing a font style and size, and drawing a line down the middle of the game panel using the g.drawLine method.', 'The chapter demonstrates the display of the score in an arcade-like format, with two digits for the tens and singles positions, by manipulating the string values of player 1 and player 2 and dividing them by 10 to obtain the tens digit and using modulus 10 to obtain the singles digit.']}], 'duration': 517.939, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/oLirZqJFKPE/pics/oLirZqJFKPE3524591.jpg', 'highlights': ['The game resets the paddles to the middle and creates a new ball in a random direction when a point is scored, resulting in dynamic gameplay.', 'The optional feature allows the ball to start randomly on the y-axis, adding more difficulty to the game and enhancing player experience.', 'The random class is used to set the Y positioning within the constructor for the ball object, providing flexibility in ball placement.', 'The chapter demonstrates the display of the score in an arcade-like format, with two digits for the tens and singles positions, by manipulating the string values of player 1 and player 2 and dividing them by 10 to obtain the tens digit and using modulus 10 to obtain the singles digit.', 'The chapter covers the construction of the score class, passing a game width and a game height to the score constructor, and assigning them to the game width and game height variables of the score class.', 'It explains the process of drawing the score on the screen by setting the color to white, choosing a font style and size, and drawing a line down the middle of the game panel using the g.drawLine method.']}], 'highlights': ['Creating a pong game in java, including setting up game panel, creating game loop, managing paddle functionality, optimizing paddle movement, implementing ball creation and movement, collision detection, scoring, and arcade-like game display.', 'The chapter covers creating a simple game of Pong using Java, including creating different classes for Pong, such as PongGame, GameFrame, GamePanel, Paddle, Ball, and Score, to organize and manage the code effectively.', 'The pack method of the JFrame class is used to size the window to fit the preferred size and layout of its subcomponents, allowing the game frame to adjust snugly around the game panel without needing to set the size of the JFrame.', 'Aiming for 60 frames per second The speaker aims to achieve around 60 frames per second for the game loop.', 'Using a while loop to manage game logic and rendering The while loop is used to manage game logic and rendering by continuously updating and rendering game components.', 'Drawing paddles on the game panel using the draw function and passing in graphics g', "The check collision method in the game panel class reverses the ball's velocity if it reaches the top or bottom window edges, ensuring it bounces off the boundaries.", 'Implementing scoring system to assign points to players when the ball touches game panel boundaries', 'The game resets the paddles to the middle and creates a new ball in a random direction when a point is scored, resulting in dynamic gameplay.']}