Progress: Documentation

This commit is contained in:
Jeremiah Billmann
2013-07-30 21:18:01 -04:00
parent 338ef8919d
commit 91b8579feb
+16 -6
View File
@@ -258,7 +258,7 @@ The "rough" percentage between frames to be used in conjuction with interpolatio
---
```js
options.onReady(callback)
options.onReady(callback)
```
Event fired once client has succesfully connected to the server and received the world state.
`callback` **function**
@@ -266,9 +266,9 @@ Function to be invoked upon event firing.
---
```js
options.logging: true
options.logging
```
This will enabling console logging of all the events occuring within the GarageServer.IO client.
Enables console logging of all the events occuring within the GarageServer.IO client.
`logging` **boolean**
#### addInput
@@ -328,14 +328,16 @@ Object containing all properties pertaining to the custom event.
```js
require('garageserver.io').createGarageServer(io, options) : GarageServerIO
```
Returns a new instance of GarageServer.IO, registers Socket.IO events and instantiates an instance of a game that handles the broadcasting of state.
`io` **Socket.IO instance**
`options` **object literal**
`options` **object literal**
Configure the different options, events, callbacks that you would like to consume on the server.
#### Server Options
---
```js
options.stateInterval
options.stateInterval
The amount, in milliseconds, that state is broadcasted to clients.
```
**number**
@@ -343,24 +345,28 @@ options.stateInterval
```js
options.logging
```
Enable console logging of all the events occuring within the GarageServer.IO server.
**boolean**
---
```js
options.clientSidePrediction
```
Enables client side prediction and callback on the client.
**boolean**
---
```js
options.interpolation
```
Enables interpolation and callback on the client.
**boolean**
---
```js
options.interpolationDelay
```
The amount, in milliseconds, that state is rendered to the client behind actual server time.
**number**
---
@@ -373,24 +379,28 @@ options.smoothingFactor
```js
options.pingInterval
```
The amount, in milliseconds, that a ping is made to the server to test for latency.
**number**
---
```js
options.maxUpdateBuffer
```
The maximum amount of broadcasted state updates to store on the client for each player and entity.
**number**
---
```js
options.maxHistorySecondBuffer
```
The amount, in milliseconds, that a ping is made to the server to test for latency.
**number**
---
```js
options.worldState
```
Object containing all of the properties pertaining to world state for your game - f, u, n, etc., whatever you want to add to it.
**object literal**
---