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8/3/2025, 1:41:11 PM
>>533771845
I'll show you what we did in our cell bio project. We made a dictionary that mapped strings to functions. We named the string variable "state" and then we called the function mapped to "state" every update. This means that if we do ` state = "idle" ` then the object calls the idle function every physics frame. If we do ' state = "move" ` then it calls the move function every physics frame.
I'll post another 2 screenshots to illustrate how this works in our game, but for you I think that you should do the switch statement combined with helper methods
What I think you should do is just use a switch statement. Here let me show you:
// The main function is now just a clean dispatcher.
function useAbility(abilityName, player, target) {
switch (abilityName) {
case "Bomb":
handleBombAbility(player, target);
break;
case "Teleport":
handleTeleportAbility(player, target);
break;
case "Fireball":
handleFireballAbility(player, target);
break;
// ...147 more simple cases...
}
}
// --- Helper Methods ---
//
function handleBombAbility(player, target) {
// BOMB LOGIC HERE
print("Player used Bomb!");
}
function handleTeleportAbility(player, target) {
// TELEPORT LOGIC HERE
print("Player used Teleport!");
}
function handleFireballAbility(player, target) {
// FIREBALL LOGIC HERE
print("Player used Fireball!");
}
I'll show you what we did in our cell bio project. We made a dictionary that mapped strings to functions. We named the string variable "state" and then we called the function mapped to "state" every update. This means that if we do ` state = "idle" ` then the object calls the idle function every physics frame. If we do ' state = "move" ` then it calls the move function every physics frame.
I'll post another 2 screenshots to illustrate how this works in our game, but for you I think that you should do the switch statement combined with helper methods
What I think you should do is just use a switch statement. Here let me show you:
// The main function is now just a clean dispatcher.
function useAbility(abilityName, player, target) {
switch (abilityName) {
case "Bomb":
handleBombAbility(player, target);
break;
case "Teleport":
handleTeleportAbility(player, target);
break;
case "Fireball":
handleFireballAbility(player, target);
break;
// ...147 more simple cases...
}
}
// --- Helper Methods ---
//
function handleBombAbility(player, target) {
// BOMB LOGIC HERE
print("Player used Bomb!");
}
function handleTeleportAbility(player, target) {
// TELEPORT LOGIC HERE
print("Player used Teleport!");
}
function handleFireballAbility(player, target) {
// FIREBALL LOGIC HERE
print("Player used Fireball!");
}
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