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Progress: Documentation
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@@ -143,21 +143,21 @@ Function to be invoked upon event firing.
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```js
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options.onPlayerUpdate(callback(state))
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```
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Event fired each time state is received for a player.
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Event fired each time state has been received to the client for a player.
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`callback` **function**
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Function to be invoked upon event firing.
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`state` **object literal**
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Object containing all of the properties pertaining to a player for your game - x, y, z, time, whatever you want to add to it.
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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.
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```js
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options.onEntityUpdate(callback(state))
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```
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Event fired each time state is received for an entity.
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Event fired each time state has been received to the client for an entity.
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`callback` **function**
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Function to be invoked upon event firing.
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`state` **object literal**
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Object containing all of the properties pertaining to an entity for your game - x, y, z, time, whatever you want to add to it.
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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.
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```js
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options.onPlayerRemove(callback(id))
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@@ -177,16 +177,17 @@ Event fired when an entity has been removed from GarageServer.IO.
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Function to be invoked upon event firing.
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`id` **string**
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Id of the entity who has been removed from GarageServer.IO
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Id of the entity who has been removed from GarageServer.IO
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```js
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options.onEvent(callback(data))
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Event fired for custom event calling.
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```
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`callback` **function**
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Function to be invoked upon event firing.
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`data` **object literal**
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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.
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```js
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options.onWorldState(callback(state))
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@@ -195,6 +196,7 @@ options.onWorldState(callback(state))
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Function to be invoked upon event firing.
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`state` **object literal**
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Object containing all of the properties pertaining to world state for your game - f, u, n, etc., whatever you want to add to it.
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```js
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options.onPing(callback(pingDelay))
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@@ -203,24 +205,30 @@ options.onPing(callback(pingDelay))
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Function to be invoked upon event firing.
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`pingDelay` **number**
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The current ping in milliseconds.
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```js
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options.onUpdatePlayerPrediction(callback(state, inputs, deltaTime) : newState)
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```
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If using client side prediction, this callback should return the new state based on the current state, inputs to be processed, and the delta time.
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**_Returns:_ object literal**
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`callback` **function**
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Function to be invoked upon event firing.
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`state` **object literal**
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The current state of the player.
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`inputs` **array**
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List of all the inputs to be processed.
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`deltaTime` **number**
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The amount, in milliseconds, between physics processing.
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```js
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options.onInterpolation(callback(previousState, targetState, amount) : newState)
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```
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If using interpolation, this callback should return the new state, based on the previous state, target state, and percent between.
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**_Returns:_ object literal**
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`callback` **function**
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