X.HMIoiDX xqF,3qGQ\W v;U:`gwH߿MϏ>M~B/8 3 /8 3 /8 3 /8 3 /8 3 /8 3 /8 3 /8 3 /8 3 /8 3 /8 3 ]_[૳!n|mJ\GSl-?1)F8wDD׎5W Czng)ݬ)~7:XןV}=wt_~-7z {K3EVhǨ΀wta*>f[;/݉N߭x9E wB\)~;DzMB k=%^ߧ/"L|nM9-[-uX~VشV/sjn3 /8郿郿郿/LW'>>^EVSWaMr3Vblmk߂΁WZUf(d)Th}8ԯee7} G]fkYŻ3@N~q$gL7s׈3 V_p1&lA;>8;Pp˲qn踂^|k,Cyt&[_oxVReX'ߝ-b4ԏ9:pHvz^-˯=ֲeE(lQY6.4]4#eJ,n˴ekO<>ʷ?yO4jܲr[#bC׶Jmz?~1ʒtqc]34c s];4od0߲yJstVpzL+8< > >ΨաǍ0xЫ SIh)8i@tGtM";!X)ۿrJK߶:*zFggG_yg"VȖ2d }&4#J"o0E< v˅DY~ŴpX9ΑޱơԻZmcSҭ:eYGa1sD^ MF6Gue.0؎@S)8rG6Lr$A]Wxuxi:^w_p<\gdp{KʎxcmS 8HiG?Qv$~Qm~Nx%Gdp#@9c1Gv@Yc1G#p8s9pb)JGhQu)1).s3Rֱ^;p;Ĉ]o=V!Qݕh!fF)$4b" =cN.q3 1t#p8s9c1G֎ %9rel4p̑玠 =#FqsU"ruC}̑B 0i$r*roMnJ8C{4heǫeJs186é\flB߱+c,8F r*9E0$AiFJ\H; ]:ptGPM/MσA^SFy(ICD4Up\$sbpq,P±ri\: ~c˯B7)!tf_hR#}W%e}Q*̥"޼@u5[yDvفN^vMpUVlFY,hW9܌:CzVn؞LO%k񢚣;>nwP;5#[|h͑ir81G8hthXgՔm^|3A[P|7KA9 Uj|O#Ռ 1A㦎c- clock_obj [o //GET THE TIME FROM THE SYSTEM CLOCK, AND GET SECONDS, MINUTES AND THE HOUR now=date_current_time(); second=date_get_second(now); minute=date_get_minute(now); hour=date_get_hour(now); // 'XFACTOR' IS X DISTANCE FROM THE CENTER OF THE CLOCK // 'YFACTOR' IS THE Y DISTANCE FROM THE CENTER OF THE CLOCK //THE DIRECTION ('6*SECOND+90') IS // THE NUMBER OF SECONDS, // TIMES THE NUMBER OF DEGREES PER SECOND, // PLUS 90 TO ACCOUNT FOR THE OFFSET BETWEEN POLAR COORDINATES AND COMPASS COORDINATES //(I USED COMPASS COORDINATES FOR THE CLOCK, BECAUSE 0 SECONDS NEEDED TO BE 0 DEGREES, // AND THE DEGREES NEEDED TO INCREASE CLOCKWISE. POLAR COORDINATES ARE COUNTER CLOCKWISE // WITH A 90 DEGREE OFSET). xfactor=lengthdir_x(60,6*second+90); yfactor=lengthdir_y(60,6*second+90); //THE FINAL X AND Y VALUES OF THE END OF THE SECOND HAND: //DUE TO POLAR COORDINATES BEING: // 90 // 180 + 0 // 270 // // AND COMPASS COORDINATES BEING: // 0 // 270 + 90 // 180 // //I NEEDED TO FLIP THE X VALUE TO THE OTHER SIDE OF THE CLOCK //TO ACCOUNT FOR THE OPPOSITE DIRECTIONS OF THE COORDINATE SYSTEMS //THUS 150-SX sx=75+xfactor; sy=75+yfactor; sx=150-sx; //DO IT ALL AGAIN FOR MINUTES xfactor=lengthdir_x(60,6*minute+90); yfactor=lengthdir_y(60,6*minute+90); mx=75+xfactor; my=75+yfactor; mx=150-mx; //SWITCHING HOURS FROM 24-HOURS SYSTEM TO 12-HOURS-TWICE SYSTEM if (hour>12) hour-=12; //MAKING HOUR 12 BE HOUR 0 if (hour=12) hour=0; //TO PLACE THE HOUR HAND CORRECTLY BETWEEN THE HOUR MARKS, I USED 'HOUR' AND 'MINUTE' //TO GET THE NUMBER OF TICKS (OUT OF 60) THE HOUR HAND SHOULD BE AT. // ( THERE ARE 5 TICKS IN AN HOUR, AND EVERY 12 MINUTES THE HOUR HAND MOVES 1 TICK, // SO 5 TIMES HOUR TO GET THE BASE OF THE HOUR, PLUS THE NUMBER OF EXTRA TICKS FROM THE MINUTE HAND ) // //THEN, I MULTIPLIED BY 6 AND ADD 90, JUST LIKE NORMAL. xfactor=lengthdir_x(45,6*(hour*5+floor(minute/12))+90); yfactor=lengthdir_y(45,6*(hour*5+floor(minute/12))+90); //JUST LIKE NORMAL hx=75+xfactor; hy=75+yfactor; hx=150-hx; //NOW I DRAW MY LINES (RED FOR SECONDS, NAVY FOR MINUTES, AND BLACK FOR HOURS) draw_set_color(c_red); draw_line(75,75,sx,sy); draw_set_color(c_navy); draw_line(75,75,mx,my); draw_set_color(c_black); draw_line(75,75,hx,hy); //I DREW A CIRCLE TO COVER THE ENDS OF THE LINES IN THE MIDDLE draw_circle(75,75,4,false); 0000000room0        7XXGame InformationX){\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil Arial;}} {\colortbl ;\red0\green0\blue0;} \viewkind4\uc1\pard\qc\cf1\b\fs24 Clock Example \par \b0 \par \pard There's nothing to do, just look at the clock. \par The game code is commented.\f1 \par } SpritesSounds Backgrounds background0PathsScripts Fonts Time LinesObjects clock_objRoomsroom0 Game Information Global Game Settings