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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<State>;
private var players:Map<String, Player> = 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);
}
}
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