spaceinator/objects/obj_controller_world_gen.ob...

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<!--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>0</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>WorldSeed = random_range(0,99999999999);
</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 &lt; 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 &lt; 4; xx++)
{
for(var yy = 0; yy &lt; 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>