🎉 Initial Commit
* Integrates Colyseus Server * Implements Basic Player movement * Player Remove/Update Events
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85
source/PlayState.hx
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85
source/PlayState.hx
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package;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import flixel.FlxState;
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import io.colyseus.Client;
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import io.colyseus.Room;
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import models.State;
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class PlayState extends FlxState
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{
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var client = new Client('ws://localhost:3000');
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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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override public function create()
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{
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super.create();
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this.client.joinOrCreate("my_room", [], State, function(err, room)
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{
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if (err != null)
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{
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trace("JOIN ERROR: " + err);
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return;
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}
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this.room = room;
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this.room.state.players.onAdd = function(player, key)
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{
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trace("Player" + player.x);
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var _player = new Player(player.x, player.y);
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this.players[key] = _player;
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add(_player);
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}
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this.room.state.players.onChange = function(player, key)
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{
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trace("PLAYER CHANGED AT: ", key);
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this.players[key].x = player.x;
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this.players[key].y = player.y;
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}
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this.room.state.players.onRemove = function(player, key)
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{
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trace("PLAYER REMOVED AT: ", key);
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remove(this.players[key]);
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}
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});
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}
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override public function update(elapsed:Float)
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{
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if (FlxG.keys.pressed.UP)
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{
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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.room.send("move", {y: -1});
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}
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if (FlxG.keys.justPressed.DOWN)
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{
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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.room.send("move", {y: 1});
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}
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if (FlxG.keys.justReleased.LEFT)
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{
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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.room.send("move", {x: -1});
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}
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if (FlxG.keys.justReleased.RIGHT)
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{
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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.room.send("move", {x: 1});
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}
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super.update(elapsed);
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}
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}
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