Progress: Documentation

This commit is contained in:
Jeremiah Billmann
2013-07-29 21:31:33 -04:00
parent 32e12d26a3
commit 0ac9f84433
+14
View File
@@ -126,6 +126,7 @@ Once the client has made a connection to the server, this event will fire.
`callback` **function**
Function to be invoked upon event firing.
---
```js
options.onPlayerDisconnect(callback)
```
@@ -133,6 +134,7 @@ If client disconnects from the server, this event will fire.
`callback` **function**
Function to be invoked upon event firing.
---
```js
options.onPlayerReconnect(callback)
```
@@ -140,6 +142,7 @@ If client disconnects and reconnects to the server, this event will fire.
`callback` **function**
Function to be invoked upon event firing.
---
```js
options.onPlayerUpdate(callback(state))
```
@@ -149,6 +152,7 @@ Function to be invoked upon event firing.
`state` **object literal**
Object containing all of the properties pertaining to a player for your game - x, y, z, time, etc., whatever you want to add to it.
---
```js
options.onEntityUpdate(callback(state))
```
@@ -159,6 +163,7 @@ Function to be invoked upon event firing.
`state` **object literal**
Object containing all of the properties pertaining to an entity for your game - x, y, z, time, etc., whatever you want to add to it.
---
```js
options.onPlayerRemove(callback(id))
```
@@ -169,6 +174,7 @@ Function to be invoked upon event firing.
`id` **string**
Id of the player who has been removed from GarageServer.IO.
---
```js
options.onEntityRemove(callback(id))
```
@@ -179,6 +185,7 @@ Function to be invoked upon event firing.
`id` **string**
Id of the entity who has been removed from GarageServer.IO.
---
```js
options.onEvent(callback(data))
```
@@ -189,6 +196,7 @@ Function to be invoked upon event firing.
`data` **object literal**
Object containing all of the properties pertaining to a custom event for your game - a, b, c, etc., whatever you want to add to it.
---
```js
options.onWorldState(callback(state))
```
@@ -199,6 +207,7 @@ Function to be invoked upon event firing.
`state` **object literal**
Object containing all of the properties pertaining to world state for your game - f, u, n, etc., whatever you want to add to it.
---
```js
options.onPing(callback(pingDelay))
```
@@ -209,6 +218,7 @@ Function to be invoked upon event firing.
`pingDelay` **number**
The current ping in milliseconds.
---
```js
options.onUpdatePlayerPrediction(callback(state, inputs, deltaTime) : newState)
```
@@ -227,6 +237,7 @@ List of all the inputs to be processed.
`deltaTime` **number**
The amount, in milliseconds, between physics processing.
---
```js
options.onInterpolation(callback(previousState, targetState, amount) : newState)
```
@@ -244,6 +255,8 @@ Object containing all of the properties pertaining to a player for your game - x
`amount` **number**
The "rough" percentage between frames to be used in conjuction with interpolation - client side smoothing is considered during the calculation of this number.
---
```js
options.onReady(callback)
```
@@ -251,6 +264,7 @@ Event fired once client has succesfully connected to the server and received the
`callback` **function**
Function to be invoked upon event firing.
---
```js
options.logging: true
```