<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</depth>
  <persistent>-1</persistent>
  <parentName>&lt;undefined&gt;</parentName>
  <maskName>&lt;undefined&gt;</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;
draw_set_font(fnt_main);
</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 &lt; 0)
{
    chunkX -= 1;
}

if(chunkY &lt; 0)
{
    chunkY -= 1;
}

if(chunkY == 0 &amp;&amp; (playY &lt; 0 &amp;&amp; playY &gt;= chunk_total_size/-1))
{
    chunkY = -1;
}

if(chunkX == 0 &amp;&amp; (playX &lt; 0 &amp;&amp; playX &gt;= 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>
