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Big rock - Moving, wrap and collision

​Moving the big rock – obj_Rock

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Rock wrapping

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​Programming the collision between a bullet and a rock – From obj_rock perspective

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​Programming the collision between a bullet and a rock – From rock perspective

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Importing spr_smallRock into Gamemaker

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Introducing the logic for the rocks! - When a big rock becomes a small rock

​To control the number of rocks in the room, we’ll only respawn a rock if there are less than 12 rocks in the room.
This will be done using a ”selection” or a “comparison condition” (a diamond shaped block)
What is this diagram called? A flowchart

The first "diamond" block of code checks if the rock is big, by checking its sprite. When a bullet hits it, If it hits a big rock, it’s changed into a small rock, and the instance is then copied so we get two small rocks.
​
The second "diamond" block starts with “else”, so it only runs if the preceding condition is (no) false – meaning the rock is small. It checks if there are less than 12 rocks in the room, and if that's true, it changes the rock into a big rock.

The final "Destroy" block only runs if the both preceding conditions are false, meaning the rock is small and there are already 12 or more rocks in the room. In that case, the rock is destroyed.
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Bullets
GM
Finish space rocks
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