[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.15,0:00:05.77,Default,,0000,0000,0000,,Hozir biz barcha o‘yin dasturchilari har kuni ishlatadigan nimadir haqida o‘rganmoqchimiz.\NUlar Dialogue: 0,0:00:05.77,0:00:12.04,Default,,0000,0000,0000,,"hodisalar" deb nomlanadi. Biron hodisa dasturingizga nimadir sodir bo‘lganda eshitishingizni aytadi. Dialogue: 0,0:00:12.04,0:00:17.33,Default,,0000,0000,0000,,Va u bunday qilganda biron harakatni namoyish qiladi.\NHodisalarga sichqoncha tugmasini, yo‘nalishli tugmalarni Dialogue: 0,0:00:17.33,0:00:23.60,Default,,0000,0000,0000,,yoki ekranga bosishni misol qilib keltirish mumkin.\NBu yerda biz o‘yinchi yuqoriga/pastga yo‘nalishli klaviaturani yoki tugmalarni bosganida Dialogue: 0,0:00:23.60,0:00:28.90,Default,,0000,0000,0000,,{\i1}Baymax{\i0}ni {\i1}Hiro{\i0}ga tegishi uchun\Nyuqoriga va {\i1}Rapunzel{\i0}ga tegishi uchun pastga harakatlantirmoqchimiz. Dialogue: 0,0:00:28.90,0:00:35.47,Default,,0000,0000,0000,,Biz "{\i1}when up arrow{\i0}" bo‘limidan foydalanamiz va unga "{\i1}move actor up{\i0}" bo‘limini biriktiramiz, Dialogue: 0,0:00:35.47,0:00:40.65,Default,,0000,0000,0000,,shunda o‘yinchi yuqoriga yo‘nalgan klaviaturani bossa, "{\i1}when up arrow{\i0}" bo‘limiga Dialogue: 0,0:00:40.65,0:00:46.62,Default,,0000,0000,0000,,biriktirilgan barcha narsa ishlaydi. {\i1}Baymax{\i0}ni pastga harakatlantirish uchun ham xuddi shunday qilamiz. Dialogue: 0,0:00:46.62,0:00:49.52,Default,,0000,0000,0000,,Bosqichma-bosqich o‘yiningiz ikki tomonlama bo‘lib bormoqda.