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You're going to learn how math, like algebra
and geometry, can be used to develop video
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games.
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Some modern video games are incredibly complex,
with realistic graphics, physics, artificial
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intelligence and so on.
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Major video games can take large teams of
developers years to produce but you can apply
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many of the same concepts that the big developers
use to create a simple game of your own.
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Let's start by looking at a fairly simple
2-dimensional game.
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Each of the actors, or sprites, in this game,
can be described by their location or movement
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on the screen.
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Your job is to figure out how we can describe
the actions of each of these sprites mathematically
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in relation to the coordinate plane.
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Let's take a quick look at the game Plants
vs. Zombies as an example.
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If we have a zombie and a flower on the screen,
there are a few things we need to know about
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them in order to make the game work.
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Where's the zombie?
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In which direction is it moving?Where's the
flower?
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How far apart are they?
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As a player of the game, you might say in
general terms that they're on opposite sides
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of the screen.
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Or that the zombie is moving to the left.
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Or that the zombie and the flower are pretty
close to each other.
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These might be ok approximations but they
really aren't specific enough and they definitely
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aren't stated in a way that a computer can
understand.
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Suppose you were talking to your friend on
the phone, trying to tell them exactly where
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the dragon is.
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You could use words like on the left but that
isn't specific enough.
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If you had a ruler, you could measure from
the left side of the screen and tell your
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friend exactly how many inches away the dragon
is.
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That is exactly what computers do.
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Using a number line that starts with a 0 on
the far left and moving across the right measuring
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the number of pixels on the screen.
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For our video game, we'll place the number
line so that the screen runs from 0 on the
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left to 400 on the right.
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We can imagine the image of the dragon, stick
it anywhere on the line and measure the distance
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back to the left hand edge of the screen from
our dragon.
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Anyone else who knows about our number line
will be able to duplicate the exact position
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of the dragon know only the number.
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On the right side of the screen, the dragon
is at 400.
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In the center, he's at 200.
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What if we wanted the dragon to be off the
edge of the screen?
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We could use numbers bigger than 400 to place
him past the right hand side and negative
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numbers to place him past the left hand side.
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But even with a number line, we aren't being
quite specific enough.
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Even at 400, the dragon could be at the top
of the screen or at the bottom or anywhere
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in between.
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By adding another number line, we can locate
a character anywhere on the screen in either
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dimension.
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The first line is called the x axis which
runs from left to right.
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The second line which runs up and down is
called the y axis.
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A 2-dimensional coordinate consists of both
the x and y locations on the axis.
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Suppose we want to locate ninja's position
on the screen.
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We can find the x coordinate by dropping a
line down from the ninja and read the position
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on the number line.
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The y coordinate is found by running a line
to the y axis.
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With two numbers, x and y coordinates, we
can describe the location of any sprite on
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our screen.
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And by changing those numbers, we can get
our sprites to move around on the screen.
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What we've created is actually quadrant one
of the coordinate plane!
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If we zoom out, we can see that there are
four different quadrants to the plane: quadrant
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I, which we're using as our screen, contains
the points of positive values for x and y.
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Moving counterclockwise we get to quadrant
II which contains the points of a negative
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X and positive Y.
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Quadrant III contains all points with negative
X and Y and quadrant IV contains all points
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with a positive X and a negative Y.