🎉 Initial Commit
* Integrates Colyseus Server * Implements Basic Player movement * Player Remove/Update Events
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.gitignore
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.gitignore
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export
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.vscode/extensions.json
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.vscode/extensions.json
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{
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"recommendations": [
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"openfl.lime-vscode-extension"
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]
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}
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.vscode/launch.json
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.vscode/launch.json
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Build + Debug",
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"type": "lime",
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"request": "launch"
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},
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{
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"name": "Debug",
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"type": "lime",
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"request": "launch",
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"preLaunchTask": null
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},
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{
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"name": "Macro",
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"type": "haxe-eval",
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"request": "launch"
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}
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]
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}
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.vscode/settings.json
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.vscode/settings.json
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{
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"search.exclude": {
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"export/**/*.hx": true
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},
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"[haxe]": {
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"editor.formatOnSave": true,
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"editor.formatOnPaste": true,
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"editor.codeActionsOnSave": {
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"source.sortImports": true
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}
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},
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"haxe.enableExtendedIndentation": true
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}
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.vscode/tasks.json
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.vscode/tasks.json
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{
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"version": "2.0.0",
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"tasks": [
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{
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"type": "lime",
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"command": "test",
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"group": {
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"kind": "build",
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"isDefault": true
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}
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}
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]
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}
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Project.xml
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Project.xml
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<?xml version="1.0" encoding="utf-8"?>
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<project>
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<!-- _________________________ Application Settings _________________________ -->
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<app title="Dungeon" file="Dungeon" main="Main" version="0.0.1" company="HaxeFlixel" />
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<!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file
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or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal"-->
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<app preloader="flixel.system.FlxPreloader" />
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<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
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<set name="SWF_VERSION" value="11.8" />
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<!-- ____________________________ Window Settings ___________________________ -->
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<!--These window settings apply to all targets-->
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<window width="800" height="600" fps="60" background="#000000" hardware="true" vsync="false" />
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<!--HTML5-specific-->
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<window if="html5" resizable="false" />
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<!--Desktop-specific-->
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<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" />
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<!--Mobile-specific-->
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<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" />
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<!-- _____________________________ Path Settings ____________________________ -->
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<set name="BUILD_DIR" value="export" />
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<classpath name="source" />
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<assets path="assets" />
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<!-- _______________________________ Libraries ______________________________ -->
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<haxelib name="flixel" />
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<haxelib name="colyseus" />
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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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<!--In case you want to use the ui package-->
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<!--<haxelib name="flixel-ui" />-->
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<!--In case you want to use nape with flixel-->
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<!--<haxelib name="nape-haxe4" />-->
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<!-- ______________________________ Haxedefines _____________________________ -->
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<!--Enable the Flixel core recording system-->
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<!--<haxedef name="FLX_RECORD" />-->
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<!--Disable the right and middle mouse buttons-->
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<!--<haxedef name="FLX_NO_MOUSE_ADVANCED" />-->
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<!--Disable the native cursor API on Flash-->
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<!--<haxedef name="FLX_NO_NATIVE_CURSOR" />-->
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<!--Optimise inputs, be careful you will get null errors if you don't use conditionals in your game-->
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<haxedef name="FLX_NO_MOUSE" if="mobile" />
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<haxedef name="FLX_NO_KEYBOARD" if="mobile" />
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<haxedef name="FLX_NO_TOUCH" if="desktop" />
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<!--<haxedef name="FLX_NO_GAMEPAD" />-->
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<!--Disable the Flixel core sound tray-->
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<!--<haxedef name="FLX_NO_SOUND_TRAY" />-->
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<!--Disable the Flixel sound management code-->
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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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<!--<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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<haxedef name="FLX_NO_DEBUG" unless="debug" />
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<!--Enable this for Nape release builds for a serious peformance improvement-->
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<haxedef name="NAPE_RELEASE_BUILD" unless="debug" />
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<!-- _________________________________ Custom _______________________________ -->
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<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
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</project>
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0
assets/data/data-goes-here.txt
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assets/data/data-goes-here.txt
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assets/images/images-go-here.txt
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assets/images/images-go-here.txt
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BIN
assets/images/player.png
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BIN
assets/images/player.png
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Binary file not shown.
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After Width: | Height: | Size: 19 KiB |
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assets/music/music-goes-here.txt
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assets/music/music-goes-here.txt
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assets/sounds/sounds-go-here.txt
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assets/sounds/sounds-go-here.txt
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hxformat.json
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hxformat.json
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{
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"lineEnds": {
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"leftCurly": "both",
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"rightCurly": "both",
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"objectLiteralCurly": {
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"leftCurly": "after"
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}
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},
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"sameLine": {
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"ifElse": "next",
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"doWhile": "next",
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"tryBody": "next",
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"tryCatch": "next"
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}
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}
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source/AssetPaths.hx
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source/AssetPaths.hx
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package;
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@:build(flixel.system.FlxAssets.buildFileReferences("assets", true))
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class AssetPaths {}
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source/Main.hx
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source/Main.hx
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package;
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import flixel.FlxGame;
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import openfl.display.Sprite;
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class Main extends Sprite
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{
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public function new()
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{
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super();
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addChild(new FlxGame(0, 0, PlayState));
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}
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}
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source/PlayState.hx
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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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source/Player.hx
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source/Player.hx
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package;
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import flixel.FlxSprite;
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import flixel.util.FlxColor;
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class Player extends FlxSprite
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{
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public function new(x:Float = 0, y:Float = 0)
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{
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super(x, y);
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loadGraphic("assets/images/player.png");
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}
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}
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source/models/Player.hx
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source/models/Player.hx
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//
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// THIS FILE HAS BEEN GENERATED AUTOMATICALLY
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// DO NOT CHANGE IT MANUALLY UNLESS YOU KNOW WHAT YOU'RE DOING
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//
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// GENERATED USING @colyseus/schema 0.5.39
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//
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package models;
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import io.colyseus.serializer.schema.Schema;
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class Player extends Schema
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{
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@:type("number")
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public var x:Dynamic = 0;
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@:type("number")
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public var y:Dynamic = 0;
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@:type("string")
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public var name:String = "";
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}
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source/models/State.hx
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source/models/State.hx
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//
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// THIS FILE HAS BEEN GENERATED AUTOMATICALLY
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// DO NOT CHANGE IT MANUALLY UNLESS YOU KNOW WHAT YOU'RE DOING
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//
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// GENERATED USING @colyseus/schema 0.5.39
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//
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package models;
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import io.colyseus.serializer.schema.Schema;
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class State extends Schema
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{
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@:type("map", Player)
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public var players:MapSchema<Player> = new MapSchema<Player>();
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}
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