<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> <object> <spriteName>spr_chunk</spriteName> <solid>0</solid> <visible>0</visible> <depth>0</depth> <persistent>0</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>/// GENERATE CHUNK instance_list = ds_list_create(); loaded = true; var hasGeneratedBlackHole = false; // GENERATION for(var xx = 0; xx < CHUNK_SIZE*TILE_SIZE; xx+= TILE_SIZE) { for(var yy = 0; yy < CHUNK_SIZE*TILE_SIZE; yy+= TILE_SIZE) { var rnd = random_range(0,5000); if(floor(rnd) == 1000) { if(hasGeneratedBlackHole) continue; var inst = instance_create(x+xx,y+yy, obj_black_hole); inst.CHUNK_CONTAINED = self.id; ds_list_add(instance_list, inst); hasGeneratedBlackHole = true; continue; } if(rnd % 100 < 1) { var inst = instance_create(x+xx,y+yy, obj_asteriod); inst.CHUNK_CONTAINED = self.id; ds_list_add(instance_list, inst); continue; } } } </string> </argument> </arguments> </action> </event> <event eventtype="3" 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>var chunk_total_size = CHUNK_SIZE * TILE_SIZE visible = global.debug if(distance_to_object(obj_player) > chunk_total_size*3) { event_user(0); } </string> </argument> </arguments> </action> </event> <event eventtype="7" enumb="11"> <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>/// load for(var i = 0; i < ds_list_size(instance_list); i++) { instance_activate_object(instance_list[| i]); } loaded = true; </string> </argument> </arguments> </action> </event> <event eventtype="7" enumb="10"> <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>/// unload for(var i = 0; i < ds_list_size(instance_list); i++) { instance_deactivate_object(instance_list[| i]); } loaded = false; instance_deactivate_object(id); </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>