1 var _mid_x = room_width/2;
2 var _mid_y = room_height/3;
5 case GAME_STATES.WAITING:{
6 if !_p1_ready or !_p2_ready {
7 draw_set_halign(fa_center);
8 draw_text(_mid_x, _mid_y+64, _waiting_msg);
11 draw_set_halign(fa_left);
12 draw_text(8, 2, _player1_name+" - READY");
15 draw_set_halign(fa_right);
16 draw_text(room_width-8, 2, "READY - "+_player2_name);
20 draw_set_halign(fa_center);
21 draw_text(_mid_x, room_height-32, " Arrows to move, Z for melee attack, X for range attack, C for special");
24 case GAME_STATES.HERO_SELECTION:{
26 draw_set_halign(fa_center);
27 draw_sprite_stretched(asset_get_index(_scenary_selected._cover), 0, _mid_x-192, _mid_y-88, 384, 288);
28 draw_text(_mid_x, _mid_y+212,_scenary_selected._title);
29 var _rm_title_lgh = string_length(_scenary_selected._title);
30 draw_sprite(spr_menu_arrow_small,1,_mid_x - _rm_title_lgh*6, _mid_y+222);
31 draw_sprite(spr_menu_arrow_small,3,_mid_x + _rm_title_lgh*6, _mid_y+222);
34 draw_set_halign(fa_center);
35 for(var _i = 0; _i < array_length(global._characters); _i++){
36 var _portrait = global._characters[_i]._portrait;
37 var _pt_icon = asset_get_index(string(_portrait));
38 draw_sprite_stretched(_pt_icon,0,room_width/2-96+48*_i,2*room_height/3+64,64,64);
40 if _i == 0 draw_sprite(spr_menu_arrow,2,room_width/2-96-24,2*room_height/3+96);
41 if _i == array_length(global._characters)-1 draw_sprite(spr_menu_arrow,0,room_width/2+48*_i-8,2*room_height/3+96);
45 draw_rectangle_color(96,192,256,368,c_blue,c_blue,c_blue,c_blue,1);
46 draw_rectangle_color(room_width-96,192,room_width-256,368,c_orange,c_orange,c_orange,c_orange,1);
49 draw_set_halign(fa_center);
50 draw_text(_mid_x, room_height-32, " Arrows to move, Z for melee attack, X for range attack, C for special");
53 case GAME_STATES.FIGHTING:{
55 draw_set_halign(fa_center);
57 draw_rectangle_color(_mid_x-30,4,_mid_x+32,40,c_gray,c_gray,c_gray,c_gray,0);
59 draw_text(_mid_x, 1, "Round");
60 draw_text(_mid_x+4, _top_y, _amount_of_duels_this_session);