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- /// @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.WAIT;
- break;
- case STATE.MOBATTACK:
- //
- break;
- default:
- //
- break;
- }
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