‘еX{6oHЏIBГЌuзkєœXџџџџџО Ј( @€ЯаРПпрАяЏ  я(№/№/я(я рŸ 0№/8џ0@џ0?џ/8№ 0я(р п?Gџ@PџOWџOXџOPџ?Hџ0@№/7я@Oџ_`џ`hџ_hџPXџ 0р(пP_џopџpxџowџ_gџ@O№/8я'п'р 7№pџ€џ‡џ`oџ?Gя/7р Я€0?№€ˆџ?Hя/8р`/пo?G№OX№@Hя0?р/аpOW№?Hр/8п 7яOPя?Gр/7п(Я РP0@яPX№@Oя0@п 0аO а@H№/Я@'а 0п0@р@P№0?п'Я_OP№@Hр(а 7п/7а'Р Пџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ^^^^^^^^^^џџџџџџџџџџџџџџџџџџџџ^^^^^^^^^^^^^^џџџџџџџџџџџџџџџџ^^TeeBBBBeTT^^^^^^џџџџџџџџџџџџџ^eBDJ33333JJDBeZ^^^^џџџџџџџџџџџTD33==#####==3JDBT^^^^џџџџџџџџџeJ=###=3DeZ^^TџџџџџџџB3# #=3JBZ^^Tџџџџџџ3#  #=JBT^^џџџџџJ# Sll #=JBZ^Tџџџџ# %,68??86,/@A*< ##џџџџ45('.6787-9%:;*<=#џџџџџ$+&,--.,/01)2 3џџџџџџ $%&&'%($!)* ##џџџџџџџ  !"#џџџџџџџџџ  џџџџџџџџџџџ  џџџџџџџџџџџџџ џџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџРџџџќџј№?рРР€€€€РРр№?јќџџџџРџd„цˆQ6Хт@spr_ball  сxœЕ”AУ г{cŽ}A{џфŸSдDЈЕk№bAivНŽїў\ОЕчљЪsЛцcYЯ…kНПDС*œє3Ъ—ˆФ&хcъTЉ Щ!T–‚pMK|]tС{Лш…kЁС.Црў1Џэ(\ыBЈц=Йс@џФфm$КyiDЙфyќV…Шє>Уџ$>мџ7~.žэТчžЏъмЮящД iі'ИbЕсяgЭ<%"уђФ-„ƒ‚…S2Е<ЮЧ‚‚fl8юТдђ;Џ$pV:йЏT !%kBеј_BYі bkg_dark xœsђЕb€3 жbF8–‹Г0`AŸGЄєobj_odayЎџџџџ№иџџœџџџџџџџ И[џџџџ^//notice, the object's depth is less than the depth of other objects //this is so the rectangle is drawn in front of everything curhr = current_hour //initialize the hour variable (whatever works for you) //valid hours are >= 0 and < 24. Only integers (no decimals or fractions) alpha = .6 //default value (for hours from 0 to 6) if curhr = 7 { alpha = .4 } if curhr = 8 { alpha = .2 } if curhr >= 9 { alpha = 0 } if curhr = 18 { alpha = .2 } if curhr = 19 { alpha = .4 } if curhr >= 20 { alpha = .6 } //each of the caches alarm[0] = room_speed * 2 //set the alarm to go off in 2 seconds0000000џџџџџџџџИ[џџџџв//every 2 seconds, the hour will increment curhr += 1 //increment the hour if curhr >= 24 { curhr = 0 } //cap at 24 (start over) alarm[0] = room_speed * 2 //loop the alarm (every 2 seconds it goes off) 0000000џџџџИ[џџџџЉalpha = .6 //default value (for hours from 0 to 6) if curhr = 7 { alpha = .4 } if curhr = 8 { alpha = .2 } if curhr >= 9 { alpha = 0 } if curhr = 18 { alpha = .2 } if curhr = 19 { alpha = .4 } if curhr >= 20 { alpha = .6 } //cache each hour room_caption = "1) fps: "+string(fps) +"/50 | Hr: "+string(curhr)+"/24" //just displays the fps and hour in the room caption //you probably want to delete this for your game0000000џџџџџџџџџџџџџџџџџџџџИ[џџџџбdraw_set_alpha(alpha) //set the drawing alpha draw_rectangle(0,0,room_width,room_height,0) //draw a rectangle over the room //this is the part that is seen draw_set_alpha(1) //return to normal drawing alpha0000000џџџџ И[џџџџ>room_goto_next() //to see the other example, using backgrounds0000000 И[џџџџŒ//here we allow the user to change the hour using Enter key var cr; cr = get_integer("hour",curhr) if cr >= 0 && cr < 24 { curhr = cr }0000000џџџџџџџџ obj_ballsЎџџџџœџџџџџџџ И[џџџџr//this is just an object that emits ball particles that bounce around //not applicable to our example. It just simulates having objects in the room balls = 3 for (m = 0; m < balls; m += 1) { ball_x[m] = random(room_width-32) ball_y[m] = random(room_height-32) ball_dir[m] = random(360) ball_sp[m] = floor(random(5))+1 } alarm[0] = random(room_speed*5)+10000000џџџџџџџџИ[џџџџУball_x[balls] = random(room_width-32) ball_y[balls] = random(room_height-32) ball_dir[balls] = random(360) ball_sp[balls] = floor(random(5))+1 balls += 1 alarm[0] = random(room_speed*5)+10000000џџџџИ[џџџџfor (m = 0; m < balls; m += 1) { ball_x1[m] = ball_x[m] + lengthdir_x(ball_sp[m],ball_dir[m]) ball_y1[m] = ball_y[m] + lengthdir_y(ball_sp[m],ball_dir[m]) if ball_x1[m] <= 0 || ball_x1[m]+32 >= room_width { ball_dir[m] = 180-ball_dir[m] } if ball_y1[m] <= 0 || ball_y1[m]+32 >= room_height { ball_dir[m] = -ball_dir[m] } while ball_dir[m] < 0 { ball_dir[m] += 360 } while ball_dir[m] >= 360 { ball_dir[m] -= 360 } ball_x[m] += lengthdir_x(ball_sp[m],ball_dir[m]) ball_y[m] += lengthdir_y(ball_sp[m],ball_dir[m]) }0000000џџџџџџџџџџџџџџџџџџџџИ[џџџџлdraw_set_halign(fa_center) draw_set_valign(fa_middle) for (m = 0; m < balls; m += 1) { draw_sprite(spr_ball,0,ball_x[m],ball_y[m]) draw_text(ball_x[m]+16,ball_y[m]+16,string(ball_dir[m])+"#"+string(ball_sp[m])) }0000000џџџџџџџџџџџџobj_bdayЎџџџџœџџџџџџџ И[џџџџЉ//notice the background (number 1, not 0). //good idea to stretch the background, rather than tile curhr = current_hour //initialize the hour variable (whatever works for you) //valid hours are >= 0 and < 24. Only integers (no decimals or fractions) alpha = .6 //default value (for hours from 0 to 6) if curhr = 7 { alpha = .4 } if curhr = 8 { alpha = .2 } if curhr >= 9 { alpha = 0 } if curhr = 18 { alpha = .2 } if curhr = 19 { alpha = .4 } if curhr >= 20 { alpha = .6 } //each of the caches background_alpha[1] = alpha //set the background's alpha to the alpha //this is the part that is seen alarm[0] = room_speed * 2 //set the alarm to go off in 2 seconds0000000џџџџџџџџИ[џџџџа//every 2 seconds, the hour will increment curhr += 1 //increment the hour if curhr >= 24 { curhr = 0 } //cap at 24 (start over) alarm[0] = room_speed * 2 //loop the alarm (every 2 seconds it goes off)0000000џџџџИ[џџџџalpha = .6 //default value (for hours from 0 to 6) if curhr = 7 { alpha = .4 } if curhr = 8 { alpha = .2 } if curhr >= 9 { alpha = 0 } if curhr = 18 { alpha = .2 } if curhr = 19 { alpha = .4 } if curhr >= 20 { alpha = .6 } //cache each hour background_alpha[1] = alpha //set the background's alpha to the alpha //this is the part that is seen room_caption = "1) fps: "+string(fps) +"/50 | Hr: "+string(curhr)+"/24" //just displays the fps and hour in the room caption //you probably want to delete this for your game0000000џџџџџџџџџџџџџџџџџџџџџџџџ И[џџџџBroom_goto_previous() //to see the other example, using a rectangle0000000 И[џџџџŒ//here we allow the user to change the hour using Enter key var cr; cr = get_integer("hour",curhr) if cr >= 0 && cr < 24 { curhr = cr }0000000џџџџџџџџЄroom0€р2џџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџЂ†Ё††шroom1€р2џџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџ€р€р џџџџџџџџџџџџЃ†Є††шЄ†€–˜XџGame InformationџџџџџџџџX{\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil Arial;}} {\colortbl ;\red0\green0\blue0;} \viewkind4\uc1\pard\cf1\fs24 Day/Night \par Using alpha to darken the screen \par \par Press to go from room to room \par Press to change the current hour ( >= 0, < 24, integers only) \par Press to quit \par \par The first room demonstrates using a rectangle drawn over the entire screen \par The second room demonstrates using a background (foreground)\f1 \par } є mplay_data_mode(false);Spritesspr_ballSounds Backgroundsbkg_darkPathsScripts Fonts Time LinesObjects obj_balls object_darkobj_oday bkground_darkobj_bdayRoomsroom0room1 Game Information Global Game Settings