Ta.F*G' Jdd ( @ (//(  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 $%&&'%($!)* ##  !"#     ??dMo@sprite0  @xs5a3 b(fdH@Q@(Eh vDjQ6he=F(*^!s Dxs5a3 b(fdH@Q@(Eh"Z!Zt(G$V:Q4r Kxs5a3 b(fdH@Q@(Eh"z PD#ñim2v?Ç釦QD  Mxs5a3 b(fdH@Q@(EhQ1EFs6b5 C|Z(EhQ{0 Lxs5a3 b(fdH@Q@(Ehhhd8V6*:|K:F(E Ixs5a3 b(fdH@Q@(Eh(X٣>O ]Q4F( Fxs5a3 b(fdH@Q@(Eh"ڡ4.i^ Ȉ^Eh Dxs5a3 b(fdH@Q@(Eh!30@ 54Q41P Mxs5a3 b(fdH@Q@(Eht?plZ5̇?-̧uuhG(E Jxs5a3 b(fdH@Q@(Eh"ѹD qG5hIj(EhS(D Fxs5a3 b(fdH@Q@(Eh"Z?j>AxDG(E"V \xs5a3 b(fdH@Q@(Ehg@f##ZOS LkVӨh.h53"-a*&Q4+f#L Pxs5a3 b(fdH@Q@(EhQ3GB-Ŧ >IEv#L Uxs5a3 b(fdH@Q@(Eh!3'Rpd##ZOpXXb *?FCwh% Wxs5a3 b(fdH@Q@(EhQDO4.|\l*HOb8܌Z?|ha(EXbG% Oxs5a3 b(fdH@Q@(EhQ4Ph\أ>QD ܔG%object0 [//initialize variables //change dir = 0 //the direction to start facing im_sp = .1 //how fast it should animate //don't change xp = x yp = y image = 00000000[O//move me if keyboard_check(vk_right) { x += 4 } if keyboard_check(vk_up) { y -= 4 } if keyboard_check(vk_left) { x -= 4 } if keyboard_check(vk_down) { y += 4 } //if i've moved, find out what direction i've moved //uses xp and yp as "x/y previous" if xp != x || yp != y { dir = point_direction(xp,yp,x,y) } //store these coordinates AFTER I check them //this way, I won't check them until next step, to see if I've moved xp = x yp = y //animation calculation image += im_sp if image >= 2 /*# of subimages*/ then image = 0 image_index = floor(dir / 45)*2 + floor(image)0000000room0        {\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fnil Arial;}} {\colortbl ;\red0\green0\blue0;} \viewkind4\uc1\pard\cf1\f0\fs24 \par }  Spritessprite0Sounds BackgroundsPathsScripts Data Files Time LinesObjectsobject0Roomsroom0 Game Information Game Options