Initial commit

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Synthasmagoria 2025-12-14 20:44:00 +01:00
commit d8ee2aa096
7 changed files with 941 additions and 0 deletions

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@ -0,0 +1,172 @@
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>-1</persistent>
<parentName>objDebugList</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
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<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
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<useapplyto>-1</useapplyto>
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<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
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<arguments>
<argument>
<kind>1</kind>
<string>event_inherited();
enum __INSPECTOR_TYPES {
REAL, STRING, ARRAY, BOOL, UNDEFINED, UNKNOWN
}
target = noone;
box_padding = 4;
variable_values = -1;
variable_types = -1;
variable_names = -1;
variable_strings = -1;
variable_strings_rendered = -1;
variable_number = -1;
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<action>
<libid>1</libid>
<id>603</id>
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<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>variable_names = variable_instance_get_names(target);
variable_number = array_length_1d(variable_names);
variable_types = array_create(variable_number);
variable_values = array_create(variable_number);
variable_strings = array_create(variable_number);
variable_strings_rendered = array_create(variable_number);
var _val;
for (var i = 0; i &lt; variable_number; i++) {
_val = variable_instance_get(target, variable_names[i]);
variable_values[i] = _val;
if (is_undefined(_val)) {
variable_strings[i] = string(_val);
variable_types[i] = __INSPECTOR_TYPES.UNDEFINED;
} else if (is_bool(_val)) {
variable_strings[i] = string(_val);
variable_types[i] = __INSPECTOR_TYPES.BOOL;
} else if (is_real(_val)) {
variable_strings[i] = string(_val);
variable_types[i] = __INSPECTOR_TYPES.REAL;
} else if (is_string(_val)) {
variable_strings[i] = "'" + _val + "'";
variable_types[i] = __INSPECTOR_TYPES.STRING;
} else if (is_array(_val)) {
var _buf_str = buffer_create(512, buffer_grow, 1);
buffer_write(_buf_str, buffer_text, "[");
for (var ii = 0, nn = array_length_1d(_val); ii &lt; nn; ii++) {
buffer_write(_buf_str, buffer_text, string(_val[ii]) + ", ");
}
buffer_write(_buf_str, buffer_text, "]");
buffer_seek(_buf_str, buffer_seek_start, 0);
variable_strings[i] = buffer_read(_buf_str, buffer_text);
buffer_delete(_buf_str);
variable_types[i] = __INSPECTOR_TYPES.ARRAY;
} else {
variable_strings[i] = string(_val);
variable_types[i] = __INSPECTOR_TYPES.UNKNOWN;
}
variable_strings_rendered[i] = variable_names[i] + ": " + variable_strings[i];
}
header = object_get_name(target.object_index) + " inst_" + string(target.id);
items = variable_strings_rendered;
event_inherited();
var _view = scrDebugInspectorGetView(0);
x = target.bbox_right + box_padding - _view[0];
if (x + width &gt;= _view[2]) {
x = target.bbox_left - width - box_padding - _view[0];
}
y = target.bbox_bottom + box_padding - _view[1];
y -= max(0, (y + height) - (_view[3] - box_padding));
x = clamp(x, _view[0] + box_padding, _view[2] - width - box_padding);
y = clamp(y, _view[1] + box_padding, _view[3] - height - box_padding);
</string>
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<event eventtype="8" enumb="75">
<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 _view = scrDebugInspectorGetView(0);
if (instance_exists(target)) {
draw_set_color(c_black);
draw_line(x, y - 1, target.x - _view[0], target.y - _view[1] - 1);
draw_line(x, y + 1, target.x - _view[0], target.y - _view[1] + 1);
draw_set_color(c_white);
draw_line(x, y, target.x - _view[0], target.y - _view[1]);
}
event_inherited();
</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>