X# "OrfLDX ( @ (//(  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 $%&&'%($!)* ##  !"#     ??doi@sl1  5xsc3 bF `q L"&ɐ0Aϔ'1T .sl2 hxs5cf3 b(fdH@{aQ<z Mʙ^hYpdg.4gDӅ0x#[pd+zKRx_2IrsGr |xsb3 bY(fdd 4Ab7l\[[[E$@x%\k.h Ł7 &xsc3 bF `q  Bq  ,xsc3 bF `q 젦Hq @T5<7 &xsc3 bF `q  Bq  *xsc3 bF `q ܠHQ(D &xsc3 bF `q  Bq  *xsc3 bF `q HQ Df! &xsc3 bF `q  Bq  )xsc3 bF `q  HA &xsc3 bF `q  Bq  *xsc3 bF `q  206T)! &xsc3 bF `q  Bq  *xsc3 bF `q  BpM!nCHā &xsc3 bF `q  Bq  +xsc3 bF `q  B1]S Rt7 &xsc3 bF `q  Bq  -xsc3 bF `q  Bq DH107 &xsc3 bF `q  Bq sr2  xsf@P&@^ "AC "\Fm!dLC3B3 wiIiДFC<1&27ͨQsܜA~(Tɧ*7XQ\V9OyBsczuj1 %xsub3 bF f`q,LT>sczuj2 3xsmc3 bV(fd0`, au A8|P! y4$sLp  ;xsf@Ĭ@Č ` X@ ℄uV>T NyR( +sLpb  Rxs5bd3 bN(fdaanjj.XtECB>4@*rׇ&x sGrczuj  xs]f@|@,Č ` <20 ypLrԢIb*$_-VȲLq$x;HS5aF7ɋ:E:0Z 5c XȮe=Gmdo_r-'4ZGpJ%@`Cu[ cg?2a6ڏ9bURTP4sUuH}G ŔWmgy7_n\d `>{:*1AOGH 跍O=9^uί_%'swskaz (xsc3 bF f`q l@x+}Clswskazk4433 Vx ypOkMBhJ)P~iaaxOnqvr]Wm[B6T\'׫(UW=Id?U[a2y! 9rPjB0OE구X-aYqo|6ݽ6HKr*hhCַހ&oAiðm'BhƼyQ,g؆m؆fݛ:BYtbfsMN_j#c3zݴXޫ3'U$Dً0) { dis=distance_to_object(check); } //gdy bloku nie ma odleglosc ustawia sie na podana nizej wartosc else dis=1000; //czesc wlasciwa (rysowanie) draw_set_blend_mode(bm_add); draw_sprite_ext(sl1,-1,xx,yy,dis+10,1,direction,c_white,image_alpha); draw_sprite_ext(sl2,-1,xx,yy,1,1,direction,c_white,image_alpha); draw_sprite_ext(sl3,-1,xx+lengthdir_x(dis+5,direction),yy+lengthdir_y(dis+5,direction),1,1,direction,c_white,image_alpha); draw_set_blend_mode(bm_normal); } /* jesli chcialbys tu podstawic wroga, ktorego atakowalby promien, skopiuj linijke oznaczona *, wklej pod ta skopowiana i podmien nazwe obiektu na nazwe wroga. Przy czesci wlasciwej uzyj odnosnika 'check.' do zmiennej zycia (np. check.hp) i odejmij odpowiednia ilosc (pamietaj ze promien atakuje co klatke!!!) */ //rail if(rail==1) { //sprawdzamy czy odlegoc zostaa ju ustalona if(fr==1) { //sprawdzanie kolizji z blokiem check=collision_line(xx,yy,xx+lengthdir_x(1000,direction),yy+lengthdir_y(1000,direction),oBl,1,1);//* //szukanie odleglosci od bloku if(check>0) { dis=distance_to_object(check)+10;; } //gdy bloku nie ma odleglosc ustawia sie na podana nizej wartosc else dis=1000; fr=0; } //czesc wlasciwa (rysowanie) draw_set_blend_mode(bm_add); for(a=0;a0) { dis=distance_to_object(check); } //gdy bloku nie ma odleglosc ustawia sie na podana nizej wartosc else dis=1000; //czesc wlasciwa (rysowanie) draw_set_blend_mode(bm_add); draw_sprite_ext(sczuj1,-1,xx,yy,dis+10,1,direction,c_white,image_alpha); draw_sprite_ext(sczuj2,-1,xx+lengthdir_x(dis+5,direction),yy+lengthdir_y(dis+5,direction),1,1,direction,c_white,image_alpha); draw_set_blend_mode(bm_normal); //sprawdanie kolizji z osob if(collision_line(xx,yy,xx+lengthdir_x(1000,direction),yy+lengthdir_y(1000,direction),oGrczuj,1,1)) { show_message('ALARM!!!'); room_goto(rstart); } 0000000oLp2  [R//poczatkowe wartosci zmiennych dis=1; check=0; dr=0; direction=270; 0000000[lif(dr==0) then direction+=2 else direction-=2; if(direction==290) then dr=1; if(direction==250) then dr=0;0000000[H //sprite dzialka draw_sprite_ext(sprite_index,-1,x,y,image_xscale,image_yscale,direction+90, image_blend,image_alpha); draw_sprite(sLpb,0,x,y); //rysowanie xx=x+lengthdir_x(9,direction); yy=y+lengthdir_y(9,direction); //sprawdzanie kolizji z blokiem check=collision_line(xx,yy,xx+lengthdir_x(1000,direction),yy+lengthdir_y(1000,direction),oBl,1,1);//* //szukanie odleglosci od bloku if(check>0) { dis=distance_to_object(check); } //gdy bloku nie ma odleglosc ustawia sie na podana nizej wartosc else dis=1000; //czesc wlasciwa (rysowanie) draw_set_blend_mode(bm_add); draw_sprite_ext(sczuj1,-1,xx,yy,dis+10,1,direction,c_white,image_alpha); draw_sprite_ext(sczuj2,-1,xx+lengthdir_x(dis+5,direction),yy+lengthdir_y(dis+5,direction),1,1,direction,c_white,image_alpha); draw_set_blend_mode(bm_normal); //sprawdanie kolizji z osob if(collision_line(xx,yy,xx+lengthdir_x(1000,direction),yy+lengthdir_y(1000,direction),oGrczuj,1,1)) { show_message('ALARM!!!'); room_goto(rstart); }0000000oLp3  [D//poczatkowe wartosci zmiennych dis=1; check=0; dr=0; 0000000[Xif(dr==0) then y-=2 else y+=1; if(y<=ystart-40) then dr=1; if(y>=ystart+40) then dr=0;0000000[H //sprite dzialka draw_sprite_ext(sprite_index,-1,x,y,image_xscale,image_yscale,direction+90, image_blend,image_alpha); draw_sprite(sLpb,0,x,y); //rysowanie xx=x+lengthdir_x(9,direction); yy=y+lengthdir_y(9,direction); //sprawdzanie kolizji z blokiem check=collision_line(xx,yy,xx+lengthdir_x(1000,direction),yy+lengthdir_y(1000,direction),oBl,1,1);//* //szukanie odleglosci od bloku if(check>0) { dis=distance_to_object(check); } //gdy bloku nie ma odleglosc ustawia sie na podana nizej wartosc else dis=1000; //czesc wlasciwa (rysowanie) draw_set_blend_mode(bm_add); draw_sprite_ext(sczuj1,-1,xx,yy,dis+10,1,direction,c_white,image_alpha); draw_sprite_ext(sczuj2,-1,xx+lengthdir_x(dis+5,direction),yy+lengthdir_y(dis+5,direction),1,1,direction,c_white,image_alpha); draw_set_blend_mode(bm_normal); //sprawdanie kolizji z osob if(collision_line(xx,yy,xx+lengthdir_x(1000,direction),yy+lengthdir_y(1000,direction),oGrczuj,1,1)) { show_message('ALARM!!!'); room_goto(rstart); }0000000oGrczuj [if(keyboard_check(vk_left)) then hspeed=-2 else if (keyboard_check(vk_right)) then hspeed=+2 else hspeed=0; if(place_free(x,y+1)) then y+=1;0000000oGrwskaz [%rel=room_speed; n=0; rail=0; fr=1;0000000[if(keyboard_check(vk_left)) { direction+=3; } else if(keyboard_check(vk_right)) { direction-=3; } if(keyboard_check(vk_up)) then speed=3 else speed=0; 0000000[idraw_sprite_ext(sprite_index,-1,x,y,1,1,direction,image_blend,image_alpha); for(r=0;r