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Progress: Documentation
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@@ -28,16 +28,16 @@ var server = garageServer.createGarageServer(sockets,
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// Start GarageServer.IO instance prior to starting physics loop
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server.start();
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// Inside physics loop, process inputs for players, process entites and update state
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// Inside physics loop, process inputs for players, process entites and update states
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var players = server.getPlayers(),
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entities = server.getEntities();
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players.forEach(function (player) {
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// Calculate new state from player.state and player.inputs
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// Calculate new state from player.state, player.inputs and send GarageServer.IO new state
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server.updatePlayerState(player.id, newState);
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});
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entities.forEach(function (entity) {
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// Calculate new state from entity.state
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// Calculate new state from entity.state and send GarageServer.IO new state
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server.updateEntityState(entity.id, newState);
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});
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```
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@@ -51,17 +51,17 @@ GarageServerIO.initializeGarageServer('http://insertmygameurlhere.com', {
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// Call your game loop
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},
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onUpdatePlayerPrediction: function (state, inputs, deltaTime) {
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// If using client, process over inputs using current state and return new state
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// If using client prediction, process over inputs using current state and deltaTime and return new state
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},
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onInterpolation: function (previousState, targetState, amount) {
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// If interpolating, return new state
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// If interpolating, return new state using the previous state, target state, and the amount of progress towards the latter
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},
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onWorldState: function (state) {
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// Extract world state sent from server
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}
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};
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// Inside render loop, extract states
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// Inside render loop, extract player and entity states
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GarageServerIO.getStates(function (playerStates, entityStates) {
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playerStates.forEach(function (player) {
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ctxCanvas.fillRect(player.state.x, player.state.y, 5, 5);
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