<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> <object> <spriteName><undefined></spriteName> <solid>0</solid> <visible>-1</visible> <depth>0</depth> <persistent>-1</persistent> <parentName><undefined></parentName> <maskName><undefined></maskName> <events> <event eventtype="0" enumb="0"> <action> <libid>1</libid> <id>603</id> <kind>7</kind> <userelative>0</userelative> <isquestion>0</isquestion> <useapplyto>-1</useapplyto> <exetype>2</exetype> <functionname></functionname> <codestring></codestring> <whoName>self</whoName> <relative>0</relative> <isnot>0</isnot> <arguments> <argument> <kind>1</kind> <string>global.debug = false global.hide = false; </string> </argument> </arguments> </action> </event> <event eventtype="8" enumb="64"> <action> <libid>1</libid> <id>603</id> <kind>7</kind> <userelative>0</userelative> <isquestion>0</isquestion> <useapplyto>-1</useapplyto> <exetype>2</exetype> <functionname></functionname> <codestring></codestring> <whoName>self</whoName> <relative>0</relative> <isnot>0</isnot> <arguments> <argument> <kind>1</kind> <string>/// Draw HUD if(!global.hide){ if(!global.debug) { draw_set_color(c_white); draw_healthbar(10,10,500,30,(obj_player.energy/obj_player.energy_max)*100,c_gray,c_blue,c_navy,0,true,false); draw_text(11,13,string(obj_player.energy)+" / "+string(obj_player.energy_max)); draw_healthbar(10,40,300,60,(obj_player.hp/obj_player.hp_max)*100,c_gray,c_red,c_green,0,true,false); draw_text(11,43,string(obj_player.hp)+" / "+string(obj_player.hp_max)); } } </string> </argument> </arguments> </action> <action> <libid>1</libid> <id>603</id> <kind>7</kind> <userelative>0</userelative> <isquestion>0</isquestion> <useapplyto>-1</useapplyto> <exetype>2</exetype> <functionname></functionname> <codestring></codestring> <whoName>self</whoName> <relative>0</relative> <isnot>0</isnot> <arguments> <argument> <kind>1</kind> <string>/// Draw Debug Screen if(global.debug){ var chunk_total_size = (CHUNK_SIZE*TILE_SIZE); var playX = obj_player.x; var playY = obj_player.y; var chunkRelX = obj_player.x % chunk_total_size; var chunkRelY = obj_player.y % chunk_total_size; var chunkX = (obj_player.x - chunkRelX) / chunk_total_size; var chunkY = (obj_player.y - chunkRelY) / chunk_total_size; if(chunkX < 0) { chunkX -= 1; } if(chunkY < 0) { chunkY -= 1; } if(chunkY == 0 && (playY < 0 && playY >= chunk_total_size/-1)) { chunkY = -1; } if(chunkX == 0 && (playX < 0 && playX >= chunk_total_size/-1)) { chunkX = -1; } draw_text(10,10,"X: "+string(obj_player.x)+"#Y: "+string(obj_player.y)); draw_text(10,40,"CrX: "+string(chunkRelX)+"#CrY: "+string(chunkRelY)); draw_text(10,70,"CX: "+string(chunkX)+"#CY: "+string(chunkY)); draw_text(10,100,"Invuln: "+string(obj_player.invuln_counter)); } </string> </argument> </arguments> </action> </event> <event eventtype="9" enumb="122"> <action> <libid>1</libid> <id>603</id> <kind>7</kind> <userelative>0</userelative> <isquestion>0</isquestion> <useapplyto>-1</useapplyto> <exetype>2</exetype> <functionname></functionname> <codestring></codestring> <whoName>self</whoName> <relative>0</relative> <isnot>0</isnot> <arguments> <argument> <kind>1</kind> <string>/// Set fullscreen if(window_get_fullscreen()) { window_set_fullscreen(0); } else { window_set_fullscreen(1); } </string> </argument> </arguments> </action> </event> <event eventtype="9" enumb="114"> <action> <libid>1</libid> <id>603</id> <kind>7</kind> <userelative>0</userelative> <isquestion>0</isquestion> <useapplyto>-1</useapplyto> <exetype>2</exetype> <functionname></functionname> <codestring></codestring> <whoName>self</whoName> <relative>0</relative> <isnot>0</isnot> <arguments> <argument> <kind>1</kind> <string>if(!global.debug) { global.debug = true; } else { global.debug = false } </string> </argument> </arguments> </action> </event> <event eventtype="9" enumb="112"> <action> <libid>1</libid> <id>603</id> <kind>7</kind> <userelative>0</userelative> <isquestion>0</isquestion> <useapplyto>-1</useapplyto> <exetype>2</exetype> <functionname></functionname> <codestring></codestring> <whoName>self</whoName> <relative>0</relative> <isnot>0</isnot> <arguments> <argument> <kind>1</kind> <string>if(!global.hide) { global.hide = true; instance_destroy(obj_hotbar); } else { global.hide = false instance_create(0,0,obj_hotbar); } </string> </argument> </arguments> </action> </event> </events> <PhysicsObject>0</PhysicsObject> <PhysicsObjectSensor>0</PhysicsObjectSensor> <PhysicsObjectShape>0</PhysicsObjectShape> <PhysicsObjectDensity>0.5</PhysicsObjectDensity> <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> <PhysicsObjectGroup>0</PhysicsObjectGroup> <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> <PhysicsObjectAwake>-1</PhysicsObjectAwake> <PhysicsObjectKinematic>0</PhysicsObjectKinematic> <PhysicsShapePoints/> </object>