BlackJack Game Scripts
I have 4 Scripts in my game
stringtosprite script
Name = argument0;
x1 = argument1;
y1 = argument2;
//draw_sprite_ext( sprite, subimg, x, y, xscale, yscale, rot, colour, alpha );
switch (Name)
{
case "spr_heart_a" : draw_sprite_ext(spr_heart_a,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_2" : draw_sprite_ext(spr_heart_2,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_3" : draw_sprite_ext(spr_heart_3,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_4" : draw_sprite_ext(spr_heart_4,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_5" : draw_sprite_ext(spr_heart_5,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_6" : draw_sprite_ext(spr_heart_6,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_7" : draw_sprite_ext(spr_heart_7,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_8" : draw_sprite_ext(spr_heart_8,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_9" : draw_sprite_ext(spr_heart_9,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_10" : draw_sprite_ext(spr_heart_10,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_j" : draw_sprite_ext(spr_heart_j,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_q" : draw_sprite_ext(spr_heart_q,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_heart_k" : draw_sprite_ext(spr_heart_k,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_a" : draw_sprite_ext(spr_diamond_a,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_2" : draw_sprite_ext(spr_diamond_2,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_3" : draw_sprite_ext(spr_diamond_3,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_4" : draw_sprite_ext(spr_diamond_4,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_5" : draw_sprite_ext(spr_diamond_5,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_6" : draw_sprite_ext(spr_diamond_6,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_7" : draw_sprite_ext(spr_diamond_7,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_8" : draw_sprite_ext(spr_diamond_8,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_9" : draw_sprite_ext(spr_diamond_9,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_10" : draw_sprite_ext(spr_diamond_10,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_j" : draw_sprite_ext(spr_diamond_j,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_q" : draw_sprite_ext(spr_diamond_q,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_diamond_k" : draw_sprite_ext(spr_diamond_k,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_a" : draw_sprite_ext(spr_spade_a,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_2" : draw_sprite_ext(spr_spade_2,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_3" : draw_sprite_ext(spr_spade_3,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_4" : draw_sprite_ext(spr_spade_4,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_5" : draw_sprite_ext(spr_spade_5,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_6" : draw_sprite_ext(spr_spade_6,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_7" : draw_sprite_ext(spr_spade_7,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_8" : draw_sprite_ext(spr_spade_8,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_9" : draw_sprite_ext(spr_spade_9,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_10" : draw_sprite_ext(spr_spade_10,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_j" : draw_sprite_ext(spr_spade_j,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_q" : draw_sprite_ext(spr_spade_q,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_spade_k" : draw_sprite_ext(spr_spade_k,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_a" : draw_sprite_ext(spr_club_a,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_2" : draw_sprite_ext(spr_club_2,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_3" : draw_sprite_ext(spr_club_3,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_4" : draw_sprite_ext(spr_club_4,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_5" : draw_sprite_ext(spr_club_5,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_6" : draw_sprite_ext(spr_club_6,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_7" : draw_sprite_ext(spr_club_7,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_8" : draw_sprite_ext(spr_club_8,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_9" : draw_sprite_ext(spr_club_9,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_10" : draw_sprite_ext(spr_club_10,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_j" : draw_sprite_ext(spr_club_j,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_q" : draw_sprite_ext(spr_club_q,-1, x1,y1,2,2,0,-1,1);
break;
case "spr_club_k" : draw_sprite_ext(spr_club_k,-1, x1,y1,2,2,0,-1,1);
break;
}
randomisedeck Script
randomnumber = 0;
for (i=1;i<52;i++)
{
randomnumber = irandom_range(1,52);
if deck[randomnumber,0] == false// has card been taken?
{
rdeck[i] = deck[randomnumber,1];
deck[randomnumber,0] = true; // card taken
}
}
setup script
globalvar deck,rdeck,playercards,aicards,twist,stick,cardsdealt,cardscore,aicarddealt;
twist = false;
stick = false;
cardsdealt = 8;
cardscore[1,0] = 0; // player one hand counts is set to 0
cardscore[1,1] = 0; // player games won is o
cardscore[2,0] = 0;
cardscore[2,1] = 0;
cardscore[3,0] = 0;
cardscore[3,1] = 0;
cardscore[4,0] = 0;
cardscore[4,1] = 0;
deck[1,1] = "spr_heart_a";
deck[2,1] = "spr_heart_2";
deck[3,1] = "spr_heart_3";
deck[4,1] = "spr_heart_4";
deck[5,1] = "spr_heart_5";
deck[6,1] = "spr_heart_6";
deck[7,1] = "spr_heart_7";
deck[8,1] = "spr_heart_8";
deck[9,1] = "spr_heart_9";
deck[10,1] = "spr_heart_10";
deck[11,1] = "spr_heart_j";
deck[12,1] = "spr_heart_q";
deck[13,1] = "spr_heart_k";
deck[14,1] = "spr_diamond_a";
deck[15,1] = "spr_diamond_2";
deck[16,1] = "spr_diamond_3";
deck[17,1] = "spr_diamond_4";
deck[18,1] = "spr_diamond_5";
deck[19,1] = "spr_diamond_6";
deck[20,1] = "spr_diamond_7";
deck[21,1] = "spr_diamond_8";
deck[22,1] = "spr_diamond_9";
deck[23,1] = "spr_diamond_10";
deck[24,1] = "spr_diamond_j";
deck[25,1] = "spr_diamond_q";
deck[26,1] = "spr_diamond_k";
deck[27,1] = "spr_spade_a";
deck[28,1] = "spr_spade_2";
deck[29,1] = "spr_spade_3";
deck[30,1] = "spr_spade_4";
deck[31,1] = "spr_spade_5";
deck[32,1] = "spr_spade_6";
deck[33,1] = "spr_spade_7";
deck[34,1] = "spr_spade_8";
deck[35,1] = "spr_spade_9";
deck[36,1] = "spr_spade_10";
deck[37,1] = "spr_spade_j";
deck[38,1] = "spr_spade_q";
deck[39,1] = "spr_spade_k";
deck[40,1] = "spr_club_a";
deck[41,1] = "spr_club_2";
deck[42,1] = "spr_club_3";
deck[43,1] = "spr_club_4";
deck[44,1] = "spr_club_5";
deck[45,1] = "spr_club_6";
deck[46,1] = "spr_club_7";
deck[47,1] = "spr_club_8";
deck[48,1] = "spr_club_9";
deck[49,1] = "spr_club_10";
deck[50,1] = "spr_club_j";
deck[51,1] = "spr_club_q";
deck[52,1] = "spr_club_k";
for (i=1;i<52;i++)
{
deck[i,0] = false; // unissued card status
}
aiturn script
for (i=2;i<5;i++)
{
if cardscore[i,0] < 15
{
aicarddealt[i] ++;
cardsdealt ++;
aicards[i,aicarddealt[i]] = rdeck[cardsdealt];
temp = string_char_at(aicards[i,aicarddealt[i]], string_length(aicards[i,aicarddealt[i]]));
switch temp
{
case "a" : cardscore[i,0] += 11;
break;
case "0" :
case "k" :
case "q" :
case "j" : cardscore[i,0] += 10;
break;
case "1" : cardscore[i,0] += 1; break;
case "2" : cardscore[i,0] += 2; break;
case "3" : cardscore[i,0] += 3; break;
case "4" : cardscore[i,0] += 4; break;
case "5" : cardscore[i,0] += 5; break;
case "6" : cardscore[i,0] += 6; break;
case "7" : cardscore[i,0] += 7; break;
case "8" : cardscore[i,0] += 8; break;
case "9" : cardscore[i,0] += 9; break;
}
}
}
I am always searching online for articles that can help me. There is obviously a lot to know about this. I think you made some good points in Features also. Keep working, great job!
ReplyDeletem88 blackjack