* Player Identification - Adds Red outline for enemies
* Player HUD Name
This commit is contained in:
@@ -37,7 +37,7 @@
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<haxelib name="colyseus" />
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<haxelib name="colyseus" />
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<!--In case you want to use the addons package-->
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<!--In case you want to use the addons package-->
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<!--<haxelib name="flixel-addons" />-->
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<haxelib name="flixel-addons" />
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<!--In case you want to use the ui package-->
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<!--In case you want to use the ui package-->
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<!--<haxelib name="flixel-ui" />-->
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<!--<haxelib name="flixel-ui" />-->
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@@ -69,7 +69,7 @@
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<!--<haxedef name="FLX_NO_SOUND_SYSTEM" />-->
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<!--<haxedef name="FLX_NO_SOUND_SYSTEM" />-->
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<!--Disable the Flixel core focus lost screen-->
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<!--Disable the Flixel core focus lost screen-->
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<!--<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />-->
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<haxedef name="FLX_NO_FOCUS_LOST_SCREEN" />
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<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
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<!--Disable the Flixel core debugger. Automatically gets set whenever you compile in release mode!-->
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<haxedef name="FLX_NO_DEBUG" unless="debug" />
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<haxedef name="FLX_NO_DEBUG" unless="debug" />
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13
dungeon.code-workspace
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13
dungeon.code-workspace
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@@ -0,0 +1,13 @@
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{
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"folders": [
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{
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"path": "."
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},
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{
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"path": "..\\dungeon-server"
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}
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],
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"settings": {
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"haxe.enableExtendedIndentation": true
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}
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}
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@@ -3,13 +3,19 @@ package;
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import flixel.FlxG;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import flixel.FlxState;
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import flixel.ui.FlxVirtualPad;
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import flixel.util.FlxColor;
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import io.colyseus.Client;
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import io.colyseus.Client;
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import io.colyseus.Room;
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import io.colyseus.Room;
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import models.State;
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import models.State;
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import openfl.display.BlendMode;
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class PlayState extends FlxState
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class PlayState extends FlxState
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{
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{
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var client = new Client('ws://localhost:3000');
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var client = new Client('ws://dungeon-server.glitch.me');
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public static var virtualPad:FlxVirtualPad;
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private var room:Room<State>;
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private var room:Room<State>;
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private var players:Map<String, Player> = new Map();
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private var players:Map<String, Player> = new Map();
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@@ -17,7 +23,9 @@ class PlayState extends FlxState
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override public function create()
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override public function create()
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{
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{
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super.create();
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super.create();
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virtualPad = new FlxVirtualPad(FULL, NONE);
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add(virtualPad);
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this.client.joinOrCreate("my_room", [], State, function(err, room)
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this.client.joinOrCreate("my_room", [], State, function(err, room)
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{
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{
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if (err != null)
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if (err != null)
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@@ -27,13 +35,18 @@ class PlayState extends FlxState
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}
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}
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this.room = room;
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this.room = room;
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this.room.state.players.onAdd = function(player, key)
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this.room.state.players.onAdd = function(player, key)
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{
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{
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trace("Player" + player.x);
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trace("Player" + player.x);
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var _player = new Player(player.x, player.y);
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var _player = new Player(player.x, player.y, player.name, room.sessionId);
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this.players[key] = _player;
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this.players[key] = _player;
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add(_player);
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add(_player);
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if (room.sessionId == player.name)
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{
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FlxG.camera.follow(_player);
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}
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trace(room.id);
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}
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}
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this.room.state.players.onChange = function(player, key)
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this.room.state.players.onChange = function(player, key)
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@@ -53,32 +66,46 @@ class PlayState extends FlxState
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override public function update(elapsed:Float)
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override public function update(elapsed:Float)
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{
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{
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if (FlxG.keys.pressed.UP)
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var up, down, left, right;
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#if desktop
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up = FlxG.keys.pressed.UP;
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down = FlxG.keys.justPressed.DOWN;
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left = FlxG.keys.justReleased.LEFT;
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right = FlxG.keys.justReleased.RIGHT;
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#end
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#if mobile
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up = virtualPad.buttonUp.pressed;
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down = virtualPad.buttonDown.pressed;
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left = virtualPad.buttonLeft.pressed;
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right = virtualPad.buttonRight.pressed;
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#end
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if (up)
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{
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{
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// The up arrow key is currently pressed
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// The up arrow key is currently pressed
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// This code is executed every frame, while the key is pressed\
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// This code is executed every frame, while the key is pressed\
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this.room.send("move", {y: -1});
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this.room.send("move", {y: -1 * elapsed * 200});
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}
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}
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if (FlxG.keys.justPressed.DOWN)
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if (down)
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{
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{
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// The left arrow key has just been pressed
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// The left arrow key has just been pressed
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// This code is only executed once, on the frame immediately after the key has been pressed
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// This code is only executed once, on the frame immediately after the key has been pressed
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this.room.send("move", {y: 1});
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this.room.send("move", {y: 1 * elapsed * 200});
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}
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}
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if (FlxG.keys.justReleased.LEFT)
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if (left)
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{
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{
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// The left arrow key has just been released
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// The left arrow key has just been released
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// This code is only executed once, on the frame immediately after the key has been released
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// This code is only executed once, on the frame immediately after the key has been released
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this.room.send("move", {x: -1});
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this.room.send("move", {x: -1 * elapsed * 200});
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}
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}
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if (FlxG.keys.justReleased.RIGHT)
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if (right)
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{
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{
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// The left arrow key has just been released
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// The left arrow key has just been released
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// This code is only executed once, on the frame immediately after the key has been released
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// This code is only executed once, on the frame immediately after the key has been released
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this.room.send("move", {x: 1});
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this.room.send("move", {x: 1 * elapsed * 200});
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}
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}
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super.update(elapsed);
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super.update(elapsed);
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}
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}
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@@ -1,13 +1,30 @@
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package;
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package;
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import flixel.FlxSprite;
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import flixel.FlxSprite;
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import flixel.addons.effects.chainable.FlxEffectSprite;
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import flixel.addons.effects.chainable.FlxOutlineEffect;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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import flixel.text.FlxText;
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import flixel.util.FlxColor;
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import flixel.util.FlxColor;
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class Player extends FlxSprite
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class Player extends FlxTypedSpriteGroup<FlxSprite>
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{
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{
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public function new(x:Float = 0, y:Float = 0)
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var _effectSprite:FlxEffectSprite;
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var _outline:FlxOutlineEffect;
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public function new(x:Float = 0, y:Float = 0, name:String, sessionId:String)
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{
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{
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super(x, y);
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super(x, y);
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loadGraphic("assets/images/player.png");
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var player = new FlxSprite();
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player.loadGraphic("assets/images/player.png");
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add(_effectSprite = new FlxEffectSprite(player));
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if (sessionId != name)
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{
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_outline = new FlxOutlineEffect(FlxColor.RED, 2);
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_effectSprite.effects = [_outline];
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}
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var text = new FlxText(0, 2, 0, name, 8);
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add(text);
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}
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}
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}
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}
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