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@game-vir/multiplayer

v15.1.1

Published

Client side definitions and types for @game-vir/multiplayer-server

Readme

@game-vir/multiplayer

A multiplayer service definition that uses WebSockets to connect to a room host and then WebRTC to connect the host to each of its clients.

Game state is synced between all room clients using a lock-step architecture.

Single player game state updates are also supported.

Reference docs: https://electrovir.github.io/game-vir/multiplayer

See the multiplayer connection server here: https://www.npmjs.com/package/@game-vir/multiplayer-server

Install

npm i @game-vir/multiplayer

Usage

import {ControllerFrameEvent, ControllerRoomListEvent, MultiplayerController} from '@game-vir/multiplayer';

type GameAction =
    | {
          action: 'jump';
      }
    | {
          action: 'move';
          direction: 'right' | 'left';
      };

const myController = new MultiplayerController<GameAction>({
    gameId: 'multi',
});

myController.listen(ControllerFrameEvent, (event) => {
    const actions = event.detail;
    /** Take the list of `actions` and apply them to your game state here. */
});
myController.listen(ControllerRoomListEvent, (event) => {
    const rooms = event.detail;
    /** Render a list of available multiplayer rooms to your user so they can select one to join. */
});
myController.startMultiplayer({
    /** The origin of your multiplayer connection server. */
    backendOrigin: 'http://localhost:3000',
});

await myController.joinOrCreateRoom({
    /**
     * If the given room id already exists on the server, this will join it.
     *
     * If not, this will create a new room with the given room id, name, and password requirement.
     */
    roomId: 'some-room-id-goes-here',
    /**
     * Name of the room. This is only used for displaying a human friendly name to clients browsing
     * the current room list.
     */
    roomName: 'name of room',
    /** Set to empty string if there is no password. */
    roomPassword: '',
});

/** Apply actions to your local state and propagate them to all other room clients. */
myController.act({
    action: 'jump',
});

For single player, simply set singleplayer to true:

import {ControllerFrameEvent, MultiplayerController} from '@game-vir/multiplayer';

type GameAction =
    | {
          action: 'jump';
      }
    | {
          action: 'move';
          direction: 'right' | 'left';
      };

const myController = new MultiplayerController<GameAction>({
    gameId: 'single',
});

myController.listen(ControllerFrameEvent, (event) => {
    const actions = event.detail;
    /** Take the list of `actions` and apply them to your game state here. */
});
myController.startSingleplayer();

/** Apply actions to your local state. */
myController.act({
    action: 'jump',
});