X1<MhVX ( @ (//(  0/80@0?/8 0( ?G@POWOXOP?H0@/7@O_``h_hPX 0(P_oppxow_g@O/8'' 7p`o?G/7 0??H/8`/o?GOX@H0?/pOW?H/8 7OP?G/7( P0@PX@O0@ 0O @H/@' 00@@P0?'_OP@H( 7/7' ^^^^^^^^^^^^^^^^^^^^^^^^^^TeeBBBBeTT^^^^^^^eBDJ33333JJDBeZ^^^^TD33==#####==3JDBT^^^^eJ=###=3DeZ^^TB3# #=3JBZ^^T3#  #=JBT^^J# Sll #=JBZ^T# %,68??86,/@A*< ##45('.6787-9%:;*<=#$+&,--.,/01)2 3 $%&&'%($!)* ##  !"#     ??dkM@sprDino  xM }e=NSn`*ְ 32Kw4q,|WW̃g-MFT!-μK|i5Q$LiX| I'i ɓr9*Fz`oh0*+p]ک xt; ڇ +Inp>_c 9ylK~o7x"* ?-9/|1kL],NsprGhost  &x= tdN-7s 6lR{Lw+Vn8K~+s#L"AxWɟ]8Beq@ϧ:XbĄ4ȗҊ;cQBN9 wәO"[ $CT՜ _JĀF g8CB>_Sx?x3W_O%j7Ëэ>8?|Kt.0`y.Dzn\x7/objDino objGhost cselectedfalse000000e action_move 00001000000000009[ // if ghost is selected and if you right click on a dino // then move towards that dino if selected { if collision_point(mouse_x,mouse_y,objDino,false,true) //collision_point(x,y,obj,prec,notme) // true if mouse has clicked on objDino { move_towards_point(mouse_x,mouse_y,2); alarm[0]=distance_to_point(mouse_x,mouse_y)/2; //time to reach dino = distance/speed } }0000000[_objGhost.selected=false; // deselect all objects selected = true; // select just this instance0000000[%draw_sprite(sprGhost,-1,x,y) // because the draw event on an object conceals the object if selected { draw_rectangle_color(x,y+33,x+32,y+40,32768,32768,32768,32768,false) //draw_rectangle_color(x1,y1,x2,y2,col1,col2,col3,col4,outline) //fill is opposite to outline }0000000room0        P P00@@XGame InformationX{\rtf1\ansi\ansicpg1252\deff0\deflang3081{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil MS Sans Serif;}{\f2\fnil\fcharset0 MS Sans Serif;}} \viewkind4\uc1\pard\fs24 Left click on the ghost to select it. \par Right click on the dino and the ghost will move towards that dino \par This could be used in a Real Time Strategy Game like Age of Empires\b\f1 \par \par Information about object: objGhost \par \b0\fs16 \par \b Create Event: \par \b0 set variable selected to false\f2\tab // initially no ghosts are selected\f1 \par \par \b Mouse Event for Left Button: \par \b0 \par objGhost.selected=false; // deselect all \f2 ghost \f1 objects \par selected = true; // select just th\f2 e\f1 instance\f2 that was clicked on\f1 \par \par \b Draw Event: \par \b0 \par draw_sprite(sprGhost,-1,x,y) \par // because the draw event on an object conceals the object\f2 so we need to redraw it\f1 \par \par \f2 // draw a simple health bar underneath the currently selected ghost\f1 \par if selected \par \{ \par draw_rectangle_color(x,y+33,x+32,y+40,32768,32768,32768,32768,false) \par \f2 // sprite size 32x32\f1 \par //draw_rectangle_color(x1,y1,x2,y2,col1,col2,col3,col4,outline) \par //fill is opposite to outline \par \} \par \par \b Mouse Event for Glob Right Released: \par \b0 \par // if ghost is selected and if you right click on a dino \par // then move towards that dino \par if selected \par \{ \par if collision_point(mouse_x,mouse_y,objDino,false,true) \par //collision_point(x,y,obj,prec,notme) \par // true if mouse has clicked on objDino \par \{ \par move_towards_point(mouse_x,mouse_y,2); \par alarm[0]=distance_to_point(mouse_x,mouse_y)/2; \par //time to reach dino = distance/speed \par \} \par \} \par \par \b Alarm Event for alarm 0: \par \b0 start moving in directions 000010000 with speed set to 0\f2 // stop moving\f1 \par \b\fs24 \par } SpritessprDinosprGhostSounds BackgroundsPathsScripts Fonts Time LinesObjectsobjDinoobjGhostRoomsroom0 Game Information Global Game Settings