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radar4mob

v1.1.0

Published

Detects and emits an event when the position of an mob with coordinates changes.

Downloads

19

Readme

radar4mob

Node.js workflow

Detects and emits an event when the position of an mob with coordinates changes.

import { Area, Mob } from 'radar4mob'

const area = new Area

class SomeGameObject {
  mob: Mob

  constructor() {
    ...
    this.mob = area.addMob('objects-unique-id', threshold)
  }
}

const obj = new SomeGameObject()

obj.mob.position.set(x, y, z, w)
obj.mob.emitter
  .on('in', (mob) => {
    console.log(`The object ${mob.id} came into your threshold radius.`)
  })
  .on('out', (mob) => {
    console.log(`The object ${mob.id} is out of your threshold radius.`)
  })

const onSceneUpdate = () => {
  // When this function is called, an 'in', 'out' event emits according to the coordinates of the mob.
  area.update()
}

const onSceneDestroy = () => {
  // Destroys all mob when scene destroyed.
  area.destroy()
}

// game update
setInterval(onFrameUpdate, 60 / 1000)

Install

npm i radar4mob

How to use

Node.js

import { Area, Mob } from 'radar4mob'

Browser (esm)

<script type="module">
  import { Area, Mob } from 'https://cdn.jsdelivr.net/npm/[email protected]/+esm'
</script>

API

Area

addMob(id: string, thresholdRadius: number): Mob

Create a new mobility object. You can use mob.id property for getMob or removeMob method.

getMob(id: string): Mob|null

Get a added mobility object from area instance. If object not exists, It will return null.

removeMob(id: string): boolean

Remove a added mobility. If object exists, returns true. otherwise, returns false.

update(): void

When this function is called, an 'in', 'out' event emits according to the coordinates of the mob.

destroy(): void

Destroy all mobs. It will call garbage collector.

Mob

(property) thresholdRadius: number

You can set threshold of mob.

const mob = area.addMob('test-mob')
mob.thresholdRadius = 10

(property) position: Position

You can set position of mob.

const mob = area.addMob('test-mob')

mob.position.set(x, y, z, w)
// or
mob.position.x = 10

destroy(): void

Destroy a mob instance. A area instance will drop mob instance too.