diff --git a/README.md b/README.md index 59ae760..07d7529 100644 --- a/README.md +++ b/README.md @@ -143,21 +143,21 @@ Function to be invoked upon event firing. ```js options.onPlayerUpdate(callback(state)) ``` -Event fired each time state is received for a player. +Event fired each time state has been received to the client for a player. `callback` **function** 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, whatever you want to add to it. +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)) ``` -Event fired each time state is received for an entity. +Event fired each time state has been received to the client for an entity. `callback` **function** 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, whatever you want to add to it. +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)) @@ -177,16 +177,17 @@ Event fired when an entity has been removed from GarageServer.IO. Function to be invoked upon event firing. `id` **string** -Id of the entity who has been removed from GarageServer.IO +Id of the entity who has been removed from GarageServer.IO ```js options.onEvent(callback(data)) - +Event fired for custom event calling. ``` `callback` **function** 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)) @@ -195,6 +196,7 @@ options.onWorldState(callback(state)) 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)) @@ -203,24 +205,30 @@ options.onPing(callback(pingDelay)) Function to be invoked upon event firing. `pingDelay` **number** +The current ping in milliseconds. ```js options.onUpdatePlayerPrediction(callback(state, inputs, deltaTime) : newState) ``` +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. **_Returns:_ object literal** `callback` **function** Function to be invoked upon event firing. `state` **object literal** +The current state of the player. `inputs` **array** +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) ``` +If using interpolation, this callback should return the new state, based on the previous state, target state, and percent between. **_Returns:_ object literal** `callback` **function**