@gameroom-js/client
v0.1.5
Published
## Overview
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@gameroom-js/client
Overview
A simple library for browser-based applications that allows you to rapidly develop stateful, socketed multiplayer games and web applications. For use in conjunction with the server library @gameroom-js/server.
Quickstart
index.ts
import {SocketConnection} from "@gameroom-js/client"
// create a new connection that will be used to communicate with the server via websockets
const connection = new SocketConnection({gameRoomID: "Lobby"});
// register listeners for roomState and gameState updates
connection.on("updateRoomState", (data) => {
updateUIWithRoomState(data);
}
connection.on("updateGameState", (data) => {
updateUIWithGameState(data);
}
// send Protocol, Action, and Transfer events
const clientStateButtonHandler = () => {
connection.sendProtocol('REQUEST_CLIENT_STATE');
}
const nextTurnButtonHandler = () => {
connection.sendAction('nextTurnPressed');
}
const formSubmitHandler = () => {
connection.sendTransfer('updateClientName', {name: 'newName'});
}
SocketConnection
The main class of the gameroom-js client library is called SocketConnection
. It is instantiated with the SocketConnectionOptions
object, the interface for which is defined as follows:
export interface SocketConnectionOptions {
url: string; // default: window.location.host
gameRoomID: string; // default: 'Lobby'
initiateCallback: () => (boolean | Promise<boolean>); // default: () => true
}
SocketConnectionOptions
The url
string points to the web address where the server socket is listening. gameroom-js uses Socket.IO for websocket communication, if you would like to read more.
The gameRoomID
string is the name of the game room that the client will try to connect to.
The initiateCallback
function is an optional piece of logic used to verify from the client's end that the server can consider it fully connected. This callback will be called after the server sends the INITIATE_JOIN
Protocol
event. initiateCallback
should return either true
or false
, indicating whether the server should continue connecting the client to the desired game room or reject it.
SocketConnection methods
connect(options: SocketConnectionOptions)
Disconnects previous socket and instantiates a new one withoptions
. Re-registers all listeners stored via theon
method.on()
Registers thelistener
function as an event listener forevent
. Also stores thelistener
function for re-registration during a reconnection event.disconnect()
Disconnects socket by calling thedisconnect
method on the socket.reconnect()
Reconnects socket by calling theconnect
method on the socket.sendProtocol(protocolType)
Sends aProtocol
event.sendAction(actionType)
Sends anAction
event.sendTransfer(transferType, payload)
Sends aTransfer
event.