<!--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>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></string> </argument> </arguments> </action> </event> <event eventtype="3" enumb="2"> <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>/// GameMaker Is Stupid for(var i = 0; i < 16; i ++) { var chunkat = instance_position(cX[i], cY[i],obj_chunk); if(chunkat == noone) // create { show_debug_message("Generating Chunk: "+string(cX[i])+","+string(cY[i])); var chunkInstId = instance_create(cX[i],cY[i],obj_chunk); } else // load { if(chunkat.loaded = false) { show_debug_message("Loading Chunk: "+string(cX[i])+","+string(cY[i])); with(chunkat){ event_user(1); } } } } </string> </argument> </arguments> </action> </event> <event eventtype="3" enumb="1"> <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 Chunks var chunk_total_size = (CHUNK_SIZE*TILE_SIZE); var chunkCoords = get_chunk_coords(obj_player.x,obj_player.y); var chunkX = chunkCoords[0]; var chunkY = chunkCoords[1]; chunkX -= chunk_total_size; chunkY -= chunk_total_size; // Load Chunks cX[16] = 0; cY[16] = 0; var i = 0; for(var xx = 0; xx < 4; xx++) { for(var yy = 0; yy < 4; yy++) { instance_activate_region(chunkX+(chunk_total_size*xx),chunkY+(chunk_total_size*yy),1,1,true); cX[i] = chunkX+(chunk_total_size*xx) cY[i] = chunkY+(chunk_total_size*yy) i++; } } </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>