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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://dungeon-server.glitch.me');

	public static var virtualPad:FlxVirtualPad;

	private var room:Room<State>;

	private var players:Map<String, Player> = new Map();

	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)
			{
				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, 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)
			{
				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)
	{
		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 * elapsed * 200});
		}

		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 * elapsed * 200});
		}

		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 * elapsed * 200});
		}

		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 * elapsed * 200});
		}
		super.update(elapsed);
	}
}