Step_0.gml 1.1 KB

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  1. /// @description step
  2. switch (state)
  3. {
  4. // Init
  5. case STATE.INIT:
  6. // Init things
  7. state = STATE.WAIT;
  8. break;
  9. case STATE.WAIT:
  10. state = STATE.SELECT;
  11. break;
  12. case STATE.SELECT:
  13. if (keyboard_check_pressed(vk_left))
  14. {
  15. card_change = -1;
  16. }
  17. if (keyboard_check_pressed(vk_right))
  18. {
  19. card_change = 1;
  20. }
  21. if (card_change != 0)
  22. {
  23. // Find, unselect the current card then select the new one
  24. var _selcard = get_selec_card(card_hand);
  25. card_hand[_selcard].selected = false;
  26. _selcard = array_loop(card_hand, _selcard, card_change);
  27. card_hand[_selcard].selected = true;
  28. card_change = 0;
  29. }
  30. if (keyboard_check_pressed(vk_space))
  31. {
  32. var _selcard = get_selec_card(card_hand);
  33. card_active_stats = card_hand[_selcard].card_stats;
  34. state = STATE.ATTACK;
  35. card_hand[_selcard].state = CARDSTATE.ACTIVATED;
  36. }
  37. break;
  38. case STATE.ATTACK:
  39. var _dmg = irandom_range(card_active_stats.dmg_nrml_min,
  40. card_active_stats.dmg_nrml_max);
  41. mobs_arr[0].life -= _dmg;
  42. state = STATE.WAIT;
  43. break;
  44. case STATE.MOBATTACK:
  45. //
  46. break;
  47. default:
  48. //
  49. break;
  50. }