package; import flixel.FlxG; import flixel.FlxSprite; import flixel.FlxState; import io.colyseus.Client; import io.colyseus.Room; import models.State; class PlayState extends FlxState { var client = new Client('ws://localhost:3000'); private var room:Room; private var players:Map = new Map(); override public function create() { super.create(); this.client.joinOrCreate("my_room", [], State, function(err, room) { if (err != null) { trace("JOIN ERROR: " + err); return; } this.room = room; this.room.state.players.onAdd = function(player, key) { trace("Player" + player.x); var _player = new Player(player.x, player.y); this.players[key] = _player; add(_player); } this.room.state.players.onChange = function(player, key) { trace("PLAYER CHANGED AT: ", key); this.players[key].x = player.x; this.players[key].y = player.y; } this.room.state.players.onRemove = function(player, key) { trace("PLAYER REMOVED AT: ", key); remove(this.players[key]); } }); } override public function update(elapsed:Float) { if (FlxG.keys.pressed.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}); } if (FlxG.keys.justPressed.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}); } if (FlxG.keys.justReleased.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}); } if (FlxG.keys.justReleased.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}); } super.update(elapsed); } }