From 0ac9f84433c310409dbebc2cdc801bc8082b9843 Mon Sep 17 00:00:00 2001 From: Jeremiah Billmann Date: Mon, 29 Jul 2013 21:31:33 -0400 Subject: [PATCH] Progress: Documentation --- README.md | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/README.md b/README.md index c694009..af6a4d9 100644 --- a/README.md +++ b/README.md @@ -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 ```