* Player Identification - Adds Red outline for enemies

* Player HUD Name
This commit is contained in:
Indrajith K L
2020-07-02 03:32:44 +05:30
parent 99ce676d02
commit e986f8eff2
4 changed files with 73 additions and 16 deletions

View File

@@ -37,7 +37,7 @@
<haxelib name="colyseus" />
<!--In case you want to use the addons package-->
<!--<haxelib name="flixel-addons" />-->
<haxelib name="flixel-addons" />
<!--In case you want to use the ui package-->
<!--<haxelib name="flixel-ui" />-->
@@ -69,7 +69,7 @@
<!--<haxedef name="FLX_NO_SOUND_SYSTEM" />-->
<!--Disable the Flixel core focus lost screen-->
<!--<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />-->
<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />
<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
<haxedef name="FLX_NO_DEBUG" unless="debug" />

13
dungeon.code-workspace Normal file
View File

@@ -0,0 +1,13 @@
{
"folders": [
{
"path": "."
},
{
"path": "..\\dungeon-server"
}
],
"settings": {
"haxe.enableExtendedIndentation": true
}
}

View File

@@ -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);
}

View File

@@ -1,13 +1,30 @@
package;
import flixel.FlxSprite;
import flixel.addons.effects.chainable.FlxEffectSprite;
import flixel.addons.effects.chainable.FlxOutlineEffect;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import flixel.text.FlxText;
import flixel.util.FlxColor;
class Player extends FlxSprite
class Player extends FlxTypedSpriteGroup<FlxSprite>
{
public function new(x:Float = 0, y:Float = 0)
var _effectSprite:FlxEffectSprite;
var _outline:FlxOutlineEffect;
public function new(x:Float = 0, y:Float = 0, name:String, sessionId:String)
{
super(x, y);
loadGraphic("assets/images/player.png");
var player = new FlxSprite();
player.loadGraphic("assets/images/player.png");
add(_effectSprite = new FlxEffectSprite(player));
if (sessionId != name)
{
_outline = new FlxOutlineEffect(FlxColor.RED, 2);
_effectSprite.effects = [_outline];
}
var text = new FlxText(0, 2, 0, name, 8);
add(text);
}
}