MMF2Tower Defense v2,C:\Users\Hawker\Desktop\Tower Defense v2.mfa4(@0Y $#W 51uO ~% ,;@= /&{m?S 5#P +*S}D 1U4_ Mk"8X )Th{> ){~L3jخvQ) 8WeO1  $&''&"  xAxAxAx㐂pppX$Ү0QqMAxhHÀiUUuUax`〆4YY8u$hu8U488puUQӎ0Ӽ<<$`axMUm)s͞c  `[  q= P2pO-AhppqmEumx4QӮq!1Xֽց;ؤvއxVUָٽU΃Ut|ܽ1?BZޅ]J1z֍Y>!|!θk_Ŝ_)sRRޓ7{_xθ֞)sYcSxY[?X͜^)uv67uUVŜ9!|ƃؾUVﴽ9_]k|k?!y=!!c[y׽Xބ7uwuu7پVV{[Z΃u*ҔƁپ[:·u]Q*Ҕپﳽս9{:΃m]Q*Ҕپھkﳽa[:΁mEQ*Ҕھƻƻ {:΁m=0Q*ҔƏ5ƼA{Z:m=0Q*Ӕƒ 9=5$!HBZ:uu]e<0 !ӔƌE!=vA:΁4I(!sΒz?Z:04,M(e!ӔΎ޽?{A6:[ׇP4,M(e!Ӕւ ?:ьD!:[{|ׂP4,M(e!Ӕ΁߇6_Zσ::{|}߃Q4,e!Ӕׂ=>[::[|ߜ}߆}Q4e!Ӕ=ׂ=^>_[:[{|ߝ߽灞}߄]3e!Ӕ]ׂ]^~^>_UƜ}߅׭_>?5;\]}׃_? GA   .  2 .! 2 $ $ h |l%"ArialH .  2 .  2 > 2&  h  |l%"Arial H  .  2 .  2 > 2&    f ~n&Turreth  |l%"Arial    . P- Aim h |l%"Arial` $0 - Aim , 2  6 P-PickTarget h &|l%"Arial 8 -PickTarget 4 $ P  Aim 2        h ''|l%"Arial %8 -PickTarget 4 $ P  Aim0  2  . 2  , 2  h |l%"Arial 0 - Aim &    2          2         2        ~ 2f       2n      2~       0 - Aim .  2 .  2 L 24(  8 0 - Aim .  2 .  2 . 2 8 0 - Aim .  2 .  2 . 2  0 - Aim &   R 2:   b 2J    h |l%"Arial  l 2T;    SXS )( S    h      2zS     h 0 P- Shoot h |l%"Arial 2 - Shoot .  2 .  2   2         2$  6XS  , 2 , 2 J 22 S  J 22 S  . 2 @ 2(  . 2 h |l%"Arial  .  2 .! 2 $ $ ,! 2 ,! 2 h |l%"Arial  .  2 h !|l%"Arial  "  h !#|l%"ArialZ "$ $ $ , 2 , 2 . 2 . 2 $ $ V          zXX;      #%Rems'Randomize inital direction of movement.Move target objects.&Bounce off left/right edges of screen. &Bounce off top/bottom edges of screen. ~This is just a simple 360 degree movement. We need to know the target's x and y velocities in order to predict their movement. %Start selecting a target to shoot at.Select the nearest target, and calculate where to aim in order to hit it (taking into account the direction & speed of the target, and the speed of the bullet - in other words, leading the target).CRotate smoothly towards the target, and start the shooting process.\If the target is in range, in front of the turret, and the turret has reloaded - then shoot.Move the bullet.6Destroy bullets when outside the maximum firing range.'Destroy bullets when they hit a target.}Show where each turret is aiming - this is purely for illustrative purposes (these objects and events can be deleted safely).Start picking targets to test.4Store distance between selected targets and turrets.eIf the current target is closer than the previous closest target, store its distance and fixed value.EvObTurretSprite ForEachAEOFTargetSpriteBulletSprite DataSpriteAimSpriteLineSpriteEvEdEvTsEvLsEvCs!DNE!#% ( &'2* 08 ACHKN76<@DHT`\dlv) #default#itDz