U`/ ;߷Qdd ( @       ???????dEIF/@sprite0  UxA Dt \{&YM!4vAɟtu?/9麥]Rlϫx?FB}-~|$o qQFH)pZD& JYU`({xWTT)L9omY%{W]R.̊O@{Yn(\>ZR;Bs/ bk|蓕|Ðo9̗WV(9)Q4 nonA4y;|"`GRnN^(,m~W߇|uFf= V.r$4VnWG}j}hsprite1  _xM0 t \{z3VBIZ 7i&{c|sI:1oS#圵ۑ1Q"9O ^ǃ ^E0ٚ[NKm? J,=Ea19A \(M_2&Mkş*$$b>J||,i'\K fʖ_J79O.izǑMdV/K 0@= 'A(tTBȭL⒎2U¢v,o$(\[TJ44*lCOB/A'{ۧDLYs| s$Ao {HϏCX1}hsprite2   Qxs5a3 b(fdH@Q@(EhtDR/.0F42d8, OE1cꆏQ4Fa槐object0 cfacing0000000'e action_move 0000010002000000action_set_sprite11000000cfacing1000000%e action_move 0001000002000000action_set_sprite01000000cfacing-1000000 action_create_object 10000000e action_move 0000100000000000object1  action_ifobject0.facing=10000000gaction_set_hspeed10000000000000000gaction_set_hspeed-100000000action_kill_object00000000room0 show_info()        Y{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss\fcharset1 Arial;}{\f3\fmodern\fcharset1 Courier New;}{\f4\fswiss Arial;}{\f5\froman\fprq2 Times New Roman;}} {\colortbl\red0\green0\blue0;\red0\green0\blue128;} \deflang3081\pard\plain\lang1033\f4\fs24\cf0\b Tony Forster May 03\plain\lang1033\f4\fs24\cf0 \par Demonstration of shooting \par May be freely distributed with acknowlegement of authorship \par \par Use left and right cursor keys and spacebar \par The variable "facing" is set during movement \par "facing" is an arbitary name for a new variable which indicates where the dog is facing \par When referred to outside object0 it has to be object0.facing \par When creating a bullet, "object0.facing" tells bullets which way to shoot \par Bullets are created 0,0 relative to the dog so they come from the dog \par \par Two alternate methods are: \par \plain\f5\fs24\b \par \plain\f5\fs24 a) A simple option is to have two types of bullets which move right and left, create them with different keyboard keys eg. "a" and "s" or \par \par b) Have two different shooter objects (dogs), change the instance to the other object (& the sprite too) when you press the cursor key, use 2 bullets as above each dog shoots a different type of bullet \par \plain\lang1033\f4\fs24\cf0 \par } Spritessprite0sprite1sprite2Sounds BackgroundsPathsScripts Data Files Time LinesObjectsobject0object1Roomsroom0 Game Information Game Options