/// @description step switch (state) { // Init case STATE.INIT: // Init things state = STATE.WAIT; break; case STATE.WAIT: state = STATE.SELECT; break; case STATE.SELECT: if (keyboard_check_pressed(vk_left)) { card_change = -1; } if (keyboard_check_pressed(vk_right)) { card_change = 1; } if (card_change != 0) { // Find, unselect the current card then select the new one var _selcard = get_selec_card(card_hand); card_hand[_selcard].selected = false; _selcard = array_loop(card_hand, _selcard, card_change); card_hand[_selcard].selected = true; card_change = 0; } if (keyboard_check_pressed(vk_space)) { var _selcard = get_selec_card(card_hand); card_active_stats = card_hand[_selcard].card_stats; state = STATE.ATTACK; card_hand[_selcard].state = CARDSTATE.ACTIVATED; } break; case STATE.ATTACK: var _dmg = irandom_range(card_active_stats.dmg_nrml_min, card_active_stats.dmg_nrml_max); mobs_arr[0].life -= _dmg; state = STATE.SELECT; break; case 2: // break; default: // break; }