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A high-level lightweight, zero-dependency game's state-synchronization framework for JavaScript/TypeScript

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netcodejs/netcode

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Overview

This is a game's state-synchronization framework for javascript/typescript.The first adapted game engine is CocosCreator, others would suport in future time.

Example

For example site, you can view code in link

Basic Knowledge

Component

Variable

Component is not class in the real sense. All class with @NetComp(className: string) will be collectively referred to as component.You should mark the property that need synchronize with @NetVar(type: DataType) and @NetArr(type: DataType) for array.

@NetSerable("Vector")
class Vector {
    @NetVar(DataType.float)
    x: number = 0;
    @NetVar(DataType.float)
    y: number = 0;
    @NetArr(DataType.string)
    nameArr: string[] = [];
}

It allows for nested use.

@NetSerable("Transform")
class TransformComp extends IComp {
    @NetVar(Vector)
    position: Vector = new Vector();
    @NetVar(DataType.float)
    rotation: number = 0;
}

Rpc

Component also support rpc. When tagged with @NetRpc(type: RpcType), the method could convert to networking function.

@NetSerable("Transform")
class TransformComp extends IComp {
    // ... as above
    @Rpc(Role.AUTHORITY)
    move(@NetVar(DataType.INT) x: number, @NetVar(DataType.INT) y: number) {
        this.position.x += x;
        this.position.y += y;
    }
}

Rpc - Return

class TransformComp extends IComp {
    // ...as above
    @Rpc(Role.AUTHORITY, DataType.BOOL)
    async fly() {
        if (this.position.y > 0) {
            return false;
        }
        this.position.y = 200;
        return true;
    }
}

Entity

In netcode, entity is unit node.It can include and manage a series of components. It can be registed by Domain. For usage refer to Cocos(Node-Component) or unity(GameObject-Monobehaviour).

const people = new Entity(new TransformComp());
// It is the same as transAdd above.
const transGet = people.get(TransformComp);
people.has(TransformComp); // It will be true;
trans.position.x = 123;

Otherwises, it provides a more accessible way that use property $comps after add().

people.$comps.Vector; // It will be null;
people.$comps.Transform;

Domain

Domain is a shared area between the server and clients.

Domain.reg(people);
Domain.unreg(people);