Gamemaker: Studio Course Level 2 › < RELIABLE > Why should the "Take Damage" code be placed in the obj_enemy_parent rather than in each individual enemy object? A) Global Variable B) Instance Variable C) Local Variable ( var ) D) Constant GameMaker: Studio Course Level 2 Layers refer to specific named editor layers; Depth uses a numeric Z-axis value. Efficiency Why should the "Take Damage" code be placed You are creating a top-down shooter. You have a obj_enemy_parent and three specific enemies: obj_enemy_fast , obj_enemy_tank , and obj_enemy_boss . You have a obj_enemy_parent and three specific enemies: Briefly explain how a switch statement can be used to manage different enemy states (e.g., IDLE, CHASE, ATTACK). Answer Key & Teacher Notes Correct Answer Explanation 1 C Describe how you would use a "Collision Event" to destroy a "Collectible" object when the "Player" object touches it. Part 3: Practical Application (Project Scenario) GameMaker uses Groups to organize sprites and objects into subfolders like "Level 1" or "Level 2". if keyboard_check(vk_right) { x += 5; } Standard conditional movement logic. 5 Layer vs Depth
Why should the "Take Damage" code be placed in the obj_enemy_parent rather than in each individual enemy object? A) Global Variable B) Instance Variable C) Local Variable ( var ) D) Constant Layers refer to specific named editor layers; Depth uses a numeric Z-axis value. Efficiency You are creating a top-down shooter. You have a obj_enemy_parent and three specific enemies: obj_enemy_fast , obj_enemy_tank , and obj_enemy_boss . Briefly explain how a switch statement can be used to manage different enemy states (e.g., IDLE, CHASE, ATTACK). Answer Key & Teacher Notes Correct Answer Explanation 1 C Describe how you would use a "Collision Event" to destroy a "Collectible" object when the "Player" object touches it. Part 3: Practical Application (Project Scenario) GameMaker uses Groups to organize sprites and objects into subfolders like "Level 1" or "Level 2". if keyboard_check(vk_right) { x += 5; } Standard conditional movement logic. 5 Layer vs Depth