U`/ ;߷Qdd ( @       ???????da l@ sprDogLeft  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}h sprDogRight  _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}h sprBullet   Qxs5a3 b(fdH@Q@(EhtDR/.0F42d8, OE1cꆏQ4Fa槐dog cfacing0000000e action_move 0000100000000000'e action_move 0000010002000000action_set_sprite11000000cfacing1000000%e action_move 0001000002000000action_set_sprite01000000cfacing-1000000 action_create_object 10000000bullet  action_if dog.facing=10000000gaction_set_hspeed10000000000000000gaction_set_hspeed-100000000action_kill_object00000000f1 -action_set_alarm250000000cflash1000000-action_set_alarm2001000000action_kill_object00000000-action_set_alarm250000000 action_ifflash=10000000cflash000000000000000 action_ifflash=00000000cflash1000000 action_draw_font "Times New Roman",20,255,0,0,0,010000000 action_ifflash=10000000action_draw_textPress F115015000000room0Shoot left and right        {\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fswiss Arial;}{\f1\fswiss\fcharset0 Arial;}{\f2\fnil MS Sans Serif;}} {\colortbl ;\red0\green0\blue0;} \viewkind4\uc1\pard\cf1\b\f0\fs24 Tony Forster May 03 \par \lang3081\b0\f1 (modified by Bill Kerr December 2004)\lang1033\f0 \par \par Demonstration of shooting\lang3081\f1 , either left or right\lang1033\f0 \par Use left and right cursor keys \lang3081\f1 to face dog left and right\lang1033\f0 \par \lang3081\f1 Use\lang1033\f0 spacebar\lang3081\f1 to fire bullets \par \lang1033\f0 \par \lang3081\f1 Use the spacebar Key Press Event (not Keyboard Event) to fire the bullets. \par Using Key Press Event allows bullets to be fired one at a time, whereas Keyboard Event makes it harder to fire one bullet at a time.\lang1033\f0 \par \par The variable "facing" \lang3081\f1 is created and set on the dog object \par facing is a local variable on the dog object \par When the dog faces right, facing is set to 1 \par When the dog faces left, facing is set to -1 \par \par The bullet object is fired left or right depending on the facing value \par The facing variable is accessed by the bullet object using dog.facing \par \cf0\b\f2\fs16 Create Event: \par \b0 if expression dog.facing=1 is true \par set the horizontal speed to 10 \par else \par set the horizontal speed to -10 \par \cf1\lang1033\f0\fs24 \par Bullets are created 0,0 relative to the dog so they come from the dog \par }  Sprites sprDogLeft sprDogRight sprBulletSounds BackgroundsPathsScripts Data Files Time LinesObjectsdogbullet pressf1-50f1Roomsroom0 Game Information Game Options