Well I got an example up and running from PlayerIO's website, people realtime drag around the letters and crap like that.
But I can't wrap my head around how this works, I was able to get it working with help of a tutorial but unfortunately their tutorials only tell you how to do this in very precise circumstances and doesn't actually teach me how to use it.
Here's the code:
package { import flash.display.MovieClip import fl.transitions.Tween; import fl.transitions.easing.*; import flash.display.StageScaleMode import flash.display.StageAlign import flash.events.Event import playerio.* public class FridgeMagnets extends MovieClip{ private var connection:Connection; private var texts:Array = "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!?\\/()-:.".split("" private var cursors:Object = [] private var letters:Array = []; private var myId:int private var offsetWidth:Number = 0; private var offsetHeight:Number = 0; private var lcOffset:Number =0 private var colors:Array = [ 0x333399, 0x339933, 0x993333, 0x999933, 0x339999, 0x993399 ] function FridgeMagnets(){ stop(); PlayerIO.connect( stage, //Referance to stage "(removed my ID for security crap)", //Game id (Get your own at playerio.com. 1: Create user, 2:Goto admin pannel, 3:Create game, 4: Copy game id inside the "" "ublic", //Connection id, default is public "GuestUser", //Username "", //User auth. Can be left blank if authentication is disabled on connection null, //Current PartnerPay partner. handleConnect, //Function executed on successful connect handleError //Function executed if we recive an error );
stage.scaleMode = StageScaleMode.NO_SCALE stage.align = StageAlign.TOP_LEFT } private function handleConnect(client:Client):void{ trace("Sucessfully connected to player.io" //Set developmentsever (Comment out to connect to your server online) //Create pr join the room test client.multiplayer.createJoinRoom( "testGame", //Room id. If set to null a random roomid is used "FridgeMagnets", //The game type started on the server true, //Should the room be visible in the lobby? {}, //Room data. This data is returned to lobby list. Variabels can be modifed on the server {}, //User join data handleJoin, //Function executed on successful joining of the room handleError //Function executed if we got a join error ); }
private function handleJoin(connection:Connection):void{ trace("Sucessfully connected to the multiplayer server" gotoAndStop(2); //Handle init message connection.addMessageHandler("init", function(m:Message, myid:int){ //Set my id so we know who we are myId = myid //Create letters for( var a:int=1;a