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authorIndrajith K L2020-07-02 03:32:44 +0530
committerIndrajith K L2020-07-02 03:32:44 +0530
commite986f8eff2a72d2370a3df3bac651c1746dcc6dc (patch)
tree3587e0a6afb982c5dddb726fa11f389c7428abe7 /source/PlayState.hx
parent99ce676d028afb2daeed975a416098e5c49d8d55 (diff)
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* Player Identification - Adds Red outline for enemiesHEADmaster
* Player HUD Name
Diffstat (limited to 'source/PlayState.hx')
-rw-r--r--source/PlayState.hx49
1 files changed, 38 insertions, 11 deletions
diff --git a/source/PlayState.hx b/source/PlayState.hx
index f04dcc2..f88562c 100644
--- a/source/PlayState.hx
+++ b/source/PlayState.hx
@@ -3,13 +3,19 @@ package;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.FlxState;
+import flixel.ui.FlxVirtualPad;
+import flixel.util.FlxColor;
import io.colyseus.Client;
import io.colyseus.Room;
import models.State;
+import openfl.display.BlendMode;
class PlayState extends FlxState
{
- var client = new Client('ws://localhost:3000');
+ var client = new Client('ws://dungeon-server.glitch.me');
+
+ public static var virtualPad:FlxVirtualPad;
+
private var room:Room<State>;
private var players:Map<String, Player> = new Map();
@@ -17,7 +23,9 @@ class PlayState extends FlxState
override public function create()
{
super.create();
+ virtualPad = new FlxVirtualPad(FULL, NONE);
+ add(virtualPad);
this.client.joinOrCreate("my_room", [], State, function(err, room)
{
if (err != null)
@@ -27,13 +35,18 @@ class PlayState extends FlxState
}
this.room = room;
-
this.room.state.players.onAdd = function(player, key)
{
trace("Player" + player.x);
- var _player = new Player(player.x, player.y);
+ var _player = new Player(player.x, player.y, player.name, room.sessionId);
this.players[key] = _player;
add(_player);
+ if (room.sessionId == player.name)
+ {
+ FlxG.camera.follow(_player);
+ }
+
+ trace(room.id);
}
this.room.state.players.onChange = function(player, key)
@@ -53,32 +66,46 @@ class PlayState extends FlxState
override public function update(elapsed:Float)
{
- if (FlxG.keys.pressed.UP)
+ var up, down, left, right;
+ #if desktop
+ up = FlxG.keys.pressed.UP;
+ down = FlxG.keys.justPressed.DOWN;
+ left = FlxG.keys.justReleased.LEFT;
+ right = FlxG.keys.justReleased.RIGHT;
+ #end
+
+ #if mobile
+ up = virtualPad.buttonUp.pressed;
+ down = virtualPad.buttonDown.pressed;
+ left = virtualPad.buttonLeft.pressed;
+ right = virtualPad.buttonRight.pressed;
+ #end
+ if (up)
{
// The up arrow key is currently pressed
// This code is executed every frame, while the key is pressed\
- this.room.send("move", {y: -1});
+ this.room.send("move", {y: -1 * elapsed * 200});
}
- if (FlxG.keys.justPressed.DOWN)
+ if (down)
{
// The left arrow key has just been pressed
// This code is only executed once, on the frame immediately after the key has been pressed
- this.room.send("move", {y: 1});
+ this.room.send("move", {y: 1 * elapsed * 200});
}
- if (FlxG.keys.justReleased.LEFT)
+ if (left)
{
// The left arrow key has just been released
// This code is only executed once, on the frame immediately after the key has been released
- this.room.send("move", {x: -1});
+ this.room.send("move", {x: -1 * elapsed * 200});
}
- if (FlxG.keys.justReleased.RIGHT)
+ if (right)
{
// The left arrow key has just been released
// This code is only executed once, on the frame immediately after the key has been released
- this.room.send("move", {x: 1});
+ this.room.send("move", {x: 1 * elapsed * 200});
}
super.update(elapsed);
}