Class CustomNetworkTransform<RoomType>

Represents player component for networking movement.

See CustomNetworkTransformEvents for events to listen to.

Type Parameters

Hierarchy

Implements

Methods

  • Returns void

  • Parameters

    Returns void

  • Returns void

  • Parameters

    • delta: number

    Returns void

  • Returns void

  • Parameters

    Returns boolean

  • Whether or not this object

    Returns boolean

  • Despawns the component from the room it belongs in.

    Returns void

  • Type Parameters

    • Event extends BasicEvent<Event>

    Parameters

    • event: Event

    Returns Promise<Event>

  • Type Parameters

    • Event extends BasicEvent<Event>

    Parameters

    • event: Event

    Returns Promise<Event>

  • Type Parameters

    • Event extends BasicEvent<Event>

    Parameters

    • event: Event

    Returns Event

  • Type Parameters

    • Event extends BasicEvent<Event> = BasicEvent

    Parameters

    • event: string

    Returns Listener<Event>[]

  • Move to a position (lerps towards).

    Example

    // Follow the host
    host.transform.on("player.move", ev => {
    player.transform.move(ev.position.x, ev.position.y);
    });

    Parameters

    • x: number
    • y: number
    • Optional velocity: Vector2

      The velocity to display moving at.

    Returns Promise<void>

  • Type Parameters

    • EventName extends "component.spawn" | "component.despawn" | "player.move" | "player.snapto"

    Parameters

    Returns void

  • Type Parameters

    • K extends BasicEvent<K>

    Parameters

    • event: string
    • listener: Listener<K>

    Returns void

  • Type Parameters

    • EventName extends "component.spawn" | "component.despawn" | "player.move" | "player.snapto"

    Parameters

    Returns (() => void)

      • (): void
      • Returns void

  • Type Parameters

    • K extends BasicEvent<K>

    Parameters

    • event: string
    • listener: Listener<K>

    Returns (() => void)

      • (): void
      • Returns void

  • Type Parameters

    • EventName extends "component.spawn" | "component.despawn" | "player.move" | "player.snapto"

    Parameters

    Returns (() => void)

      • (): void
      • Returns void

  • Type Parameters

    • K extends BasicEvent<K>

    Parameters

    • event: string
    • listener: Listener<K>

    Returns (() => void)

      • (): void
      • Returns void

  • Returns void

  • Parameters

    • event: string

    Returns void

  • Instantly snap to a position without lerping.

    Example

    // Instantly teleport to wherever the host moves.
    host.transform.on("player.move", ev => {
    client.me.transform.snapTo(ev.position);
    });

    Parameters

    • position: Vector2

      The position to snap to.

    • Optional rpc: boolean

    Returns Promise<void>

  • Instantly snap to a position without lerping.

    Example

    // Instantly teleport to wherever the host moves.
    host.transform.on("player.move", ev => {
    client.me.transform.snapTo(ev.position.x, ev.position.y);
    });

    Parameters

    • x: number

      The X position to snap to.

    • y: number

      The Y position to snap to.

    • Optional rpc: boolean

    Returns Promise<void>

  • Spawn this component if does not exist in the room it belongs in.

    Returns void

  • Type Parameters

    • EventName extends "component.spawn" | "component.despawn" | "player.move" | "player.snapto"

    Parameters

    • event: EventName

    Returns Promise<CustomNetworkTransformEvents<RoomType>[EventName]>

  • Parameters

    • event: string

    Returns Promise<BasicEvent>

  • Type Parameters

    • EventName extends "component.spawn" | "component.despawn" | "player.move" | "player.snapto"

    Parameters

    Returns Promise<CustomNetworkTransformEvents<RoomType>[EventName]>

  • Type Parameters

    • K extends BasicEvent<K>

    Parameters

    • event: string
    • filter: ((ev: K) => boolean | Promise<boolean>)
        • (ev: K): boolean | Promise<boolean>
        • Parameters

          • ev: K

          Returns boolean | Promise<boolean>

    Returns Promise<BasicEvent>

Properties

components: Networkable<any, NetworkableEvents<Hostable<any>>, RoomType>[]
dirtyBit: number

The dirty state of this component.

flags: number

Flags for this object, see SpawnFlag.

netId: number

The net ID of this component.

oldSeqId: number

The previous sequence ID.

ownerId: number

The ID of the owner of this component.

player: PlayerData<RoomType>

The player that this component belongs to.

position: Vector2

The current position of the player.

room: RoomType

The room that this component belongs to.

seqId: number

The current sequence ID.

spawnType: SpawnType

The type of object that this component belongs to.

velocity: Vector2

The velocity of the player.

Constructors

Accessors

  • get owner(): undefined | Hostable<any> | PlayerData<RoomType>
  • Returns undefined | Hostable<any> | PlayerData<RoomType>

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