🎉 Initial Commit

* Integrates Colyseus Server
* Implements Basic Player movement
* Player Remove/Update Events
This commit is contained in:
Indrajith K L
2020-06-29 03:14:32 +05:30
commit ffd6706cb0
18 changed files with 302 additions and 0 deletions

1
.gitignore vendored Normal file
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export

5
.vscode/extensions.json vendored Normal file
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{
"recommendations": [
"openfl.lime-vscode-extension"
]
}

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.vscode/launch.json vendored Normal file
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{
"version": "0.2.0",
"configurations": [
{
"name": "Build + Debug",
"type": "lime",
"request": "launch"
},
{
"name": "Debug",
"type": "lime",
"request": "launch",
"preLaunchTask": null
},
{
"name": "Macro",
"type": "haxe-eval",
"request": "launch"
}
]
}

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.vscode/settings.json vendored Normal file
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{
"search.exclude": {
"export/**/*.hx": true
},
"[haxe]": {
"editor.formatOnSave": true,
"editor.formatOnPaste": true,
"editor.codeActionsOnSave": {
"source.sortImports": true
}
},
"haxe.enableExtendedIndentation": true
}

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.vscode/tasks.json vendored Normal file
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{
"version": "2.0.0",
"tasks": [
{
"type": "lime",
"command": "test",
"group": {
"kind": "build",
"isDefault": true
}
}
]
}

83
Project.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- _________________________ Application Settings _________________________ -->
<app title="Dungeon" file="Dungeon" main="Main" version="0.0.1" company="HaxeFlixel" />
<!--The flixel preloader is not accurate in Chrome. You can use it regularly if you embed the swf into a html file
or you can set the actual size of your file manually at "FlxPreloaderBase-onUpdate-bytesTotal"-->
<app preloader="flixel.system.FlxPreloader" />
<!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2-->
<set name="SWF_VERSION" value="11.8" />
<!-- ____________________________ Window Settings ___________________________ -->
<!--These window settings apply to all targets-->
<window width="800" height="600" fps="60" background="#000000" hardware="true" vsync="false" />
<!--HTML5-specific-->
<window if="html5" resizable="false" />
<!--Desktop-specific-->
<window if="desktop" orientation="landscape" fullscreen="false" resizable="true" />
<!--Mobile-specific-->
<window if="mobile" orientation="landscape" fullscreen="true" width="0" height="0" />
<!-- _____________________________ Path Settings ____________________________ -->
<set name="BUILD_DIR" value="export" />
<classpath name="source" />
<assets path="assets" />
<!-- _______________________________ Libraries ______________________________ -->
<haxelib name="flixel" />
<haxelib name="colyseus" />
<!--In case you want to use the addons package-->
<!--<haxelib name="flixel-addons" />-->
<!--In case you want to use the ui package-->
<!--<haxelib name="flixel-ui" />-->
<!--In case you want to use nape with flixel-->
<!--<haxelib name="nape-haxe4" />-->
<!-- ______________________________ Haxedefines _____________________________ -->
<!--Enable the Flixel core recording system-->
<!--<haxedef name="FLX_RECORD" />-->
<!--Disable the right and middle mouse buttons-->
<!--<haxedef name="FLX_NO_MOUSE_ADVANCED" />-->
<!--Disable the native cursor API on Flash-->
<!--<haxedef name="FLX_NO_NATIVE_CURSOR" />-->
<!--Optimise inputs, be careful you will get null errors if you don't use conditionals in your game-->
<haxedef name="FLX_NO_MOUSE" if="mobile" />
<haxedef name="FLX_NO_KEYBOARD" if="mobile" />
<haxedef name="FLX_NO_TOUCH" if="desktop" />
<!--<haxedef name="FLX_NO_GAMEPAD" />-->
<!--Disable the Flixel core sound tray-->
<!--<haxedef name="FLX_NO_SOUND_TRAY" />-->
<!--Disable the Flixel sound management code-->
<!--<haxedef name="FLX_NO_SOUND_SYSTEM" />-->
<!--Disable the Flixel core 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" />
<!--Enable this for Nape release builds for a serious peformance improvement-->
<haxedef name="NAPE_RELEASE_BUILD" unless="debug" />
<!-- _________________________________ Custom _______________________________ -->
<!--Place custom nodes like icons here (higher priority to override the HaxeFlixel icon)-->
</project>

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hxformat.json Normal file
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{
"lineEnds": {
"leftCurly": "both",
"rightCurly": "both",
"objectLiteralCurly": {
"leftCurly": "after"
}
},
"sameLine": {
"ifElse": "next",
"doWhile": "next",
"tryBody": "next",
"tryCatch": "next"
}
}

4
source/AssetPaths.hx Normal file
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package;
@:build(flixel.system.FlxAssets.buildFileReferences("assets", true))
class AssetPaths {}

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source/Main.hx Normal file
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package;
import flixel.FlxGame;
import openfl.display.Sprite;
class Main extends Sprite
{
public function new()
{
super();
addChild(new FlxGame(0, 0, PlayState));
}
}

85
source/PlayState.hx Normal file
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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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source/Player.hx Normal file
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package;
import flixel.FlxSprite;
import flixel.util.FlxColor;
class Player extends FlxSprite
{
public function new(x:Float = 0, y:Float = 0)
{
super(x, y);
loadGraphic("assets/images/player.png");
}
}

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source/models/Player.hx Normal file
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//
// THIS FILE HAS BEEN GENERATED AUTOMATICALLY
// DO NOT CHANGE IT MANUALLY UNLESS YOU KNOW WHAT YOU'RE DOING
//
// GENERATED USING @colyseus/schema 0.5.39
//
package models;
import io.colyseus.serializer.schema.Schema;
class Player extends Schema
{
@:type("number")
public var x:Dynamic = 0;
@:type("number")
public var y:Dynamic = 0;
@:type("string")
public var name:String = "";
}

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source/models/State.hx Normal file
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//
// THIS FILE HAS BEEN GENERATED AUTOMATICALLY
// DO NOT CHANGE IT MANUALLY UNLESS YOU KNOW WHAT YOU'RE DOING
//
// GENERATED USING @colyseus/schema 0.5.39
//
package models;
import io.colyseus.serializer.schema.Schema;
class State extends Schema
{
@:type("map", Player)
public var players:MapSchema<Player> = new MapSchema<Player>();
}