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6 changed files with 60 additions and 59 deletions
23
objects/obj_chunk.object.gmx
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23
objects/obj_chunk.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>spr_chunk</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>0</depth>
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<persistent>0</persistent>
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<parentName><undefined></parentName>
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<maskName><undefined></maskName>
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<events/>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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@ -74,11 +74,11 @@ step_counter++;
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<kind>1</kind>
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<string>/// Draw Debug Screen
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var chunkRelX = obj_player.x % 256
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var chunkRelY = obj_player.y % 256
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var chunkRelX = obj_player.x % (CHUNK_SIZE*TILE_SIZE);
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var chunkRelY = obj_player.y % (CHUNK_SIZE*TILE_SIZE)
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var chunkX = (obj_player.x - chunkRelX) / 256,;
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var chunkY = (obj_player.y - chunkRelY) / 256;
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var chunkX = (obj_player.x - chunkRelX) / (CHUNK_SIZE*TILE_SIZE);
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var chunkY = (obj_player.y - chunkRelY) / (CHUNK_SIZE*TILE_SIZE);
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@ -50,15 +50,16 @@
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<arguments>
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<argument>
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<kind>1</kind>
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<string>var chunkRelX = obj_player.x % 256
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var chunkRelY = obj_player.y % 256
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<string>var chunkRelX = obj_player.x % (CHUNK_SIZE*TILE_SIZE);
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var chunkRelY = obj_player.y % (CHUNK_SIZE*TILE_SIZE)
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var chunkX = (obj_player.x - chunkRelX) / 256,;
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var chunkY = (obj_player.y - chunkRelY) / 256;
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if(loaded_chunks[0] == 0)
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loaded_chunks[0] = load_chunk(chunkX,chunkY);
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var chunkX = (obj_player.x - chunkRelX) / (CHUNK_SIZE*TILE_SIZE);
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var chunkY = (obj_player.y - chunkRelY) / (CHUNK_SIZE*TILE_SIZE) - 1;
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if(!place_meeting(chunkX*(CHUNK_SIZE*TILE_SIZE), chunkY*(CHUNK_SIZE*TILE_SIZE),obj_chunk))
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{
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instance_create(chunkX*(CHUNK_SIZE*TILE_SIZE),chunkY*(CHUNK_SIZE*TILE_SIZE),obj_chunk);
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}
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</string>
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</argument>
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</arguments>
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