Scoped Net Api
The net api extends EventEmitter2 and uses wildcards with ”:” as a delimiter.
The following events are emitted:
// fired when data is recieved on a certain channelnet.on(CHANNEL, (data, editFn) => {})
// fired when data is sent on a certain channelnet.on(send:CHANNEL, (data, editFn) => {})
// fired when the game loads with a certain typenet.on(load:TYPE, (type) => {})
// you can also use wildcards, egnet.on("send:*", () => {})
Accessors
Section titled “Accessors”gamemode
Section titled “gamemode”Get Signature
Section titled “Get Signature”get gamemode():
string
The id of the gamemode the player is currently playing
Returns
Section titled “Returns”string
isHost
Section titled “isHost”Get Signature
Section titled “Get Signature”get isHost():
boolean
Whether the user is the one hosting the current game
Returns
Section titled “Returns”boolean
Get Signature
Section titled “Get Signature”get room():
any
The room that the client is connected to, or null if there is no connection
Returns
Section titled “Returns”any
Get Signature
Section titled “Get Signature”get type():
ConnectionType
Which type of server the client is currently connected to
Returns
Section titled “Returns”ConnectionType
Methods
Section titled “Methods”onLoad()
Section titled “onLoad()”onLoad(
callback
,gamemode
?): () =>void
Runs a callback when the game is loaded, or runs it immediately if the game has already loaded. If the @gamemode header is set the callback will only fire if the gamemode matches one of the provided gamemodes.
Parameters
Section titled “Parameters”Parameter | Type |
---|---|
callback | (type , gamemode ) => void |
gamemode ? | string | string [] |
Returns
Section titled “Returns”Function
A function to cancel waiting for load
Returns
Section titled “Returns”void
send()
Section titled “send()”send(
channel
,message
):void
Sends a message to the server on a specific channel
Parameters
Section titled “Parameters”Parameter | Type |
---|---|
channel | string |
message | any |
Returns
Section titled “Returns”void