[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.15,0:00:05.77,Default,,0000,0000,0000,,Now we're going to learn about something that\Nall game programmers use everyday. They're Dialogue: 0,0:00:05.77,0:00:12.04,Default,,0000,0000,0000,,called "events." An event tells your program\Nto listen for when something happens. And Dialogue: 0,0:00:12.04,0:00:17.33,Default,,0000,0000,0000,,then when it does, it performs an action.\NSome examples of events are listening for Dialogue: 0,0:00:17.33,0:00:23.60,Default,,0000,0000,0000,,a mouse click, an arrow button, or a tap on\Nthe screen. Here, we're going to make Baymax Dialogue: 0,0:00:23.60,0:00:28.90,Default,,0000,0000,0000,,move up to touch Hiro and move down to touch\NRapunzel when the player uses the up/down Dialogue: 0,0:00:28.90,0:00:35.47,Default,,0000,0000,0000,,arrow keys or the up/down buttons. We'll use\Nthe "when up arrow" block and attach the "move Dialogue: 0,0:00:35.47,0:00:40.65,Default,,0000,0000,0000,,actor up" block to it, so when the player\Npresses the up arrow key, everything attached Dialogue: 0,0:00:40.65,0:00:46.62,Default,,0000,0000,0000,,to the "when up arrow" block is run. We'll\Ndo the same thing to make Baymax move down. Dialogue: 0,0:00:46.62,0:00:49.52,Default,,0000,0000,0000,,Step by step your game is getting more interactive.