Namespace: Multiplayer

Cocoon. Multiplayer

Classes

Match

Namespaces

GameCenter
GooglePlayGames
LoopbackService

Events

On invitation

Triggered when an invitation is received and loaded. This listener should be setup first thing even before the init is called.

Example
multiplayerService.on("invitation", {
  received: function() {
      console.log("Invitation received");
  },
  loaded: function(match, error) {
      console.log("Invitation ready: (Error: + " + JSON.stringify(error) + ")");
  }
});

Members

<static> ConnectionState

This object represents the connection state of a player.

Properties:
Name Type Description
Cocoon.Multiplayer.ConnectionState object

The object itself

Properties
Name Type Description
UNKNOWN string

The connection is in unknown state.

CONNECTED string

The connection is in connected state.

DISCONNECTED string

The connection is in disconnected state.

<static> MatchRequest

This object is used to specify the parameters for a new multiplayer match.

Properties:
Name Type Description
Cocoon.Multiplayer.MatchRequest object

The object itself

Properties
Name Type Argument Description
minPlayers number

The minimum number of players that may join the match.

maxPlayers number

The maximum number of players that may join the match.

playersToInvite array <optional>

Optional list of player identifers for players to invite to the match.

playerGroup number <optional>

Optional number identifying a subset of players allowed to join the match.

playerAttributes number <optional>

Optional mask that specifies the role that the local player would like to play in the game.

<static> PlayerInfo

The object that represents the information of a player inside a multiplayer match.

Properties:
Name Type Description
Cocoon.Multiplayer.PlayerInfo object

The object itself

Properties
Name Type Description
userID string

The id of the user.

userName string

The name of the user.

<static> SendDataMode

This object represents the modes to send data.

Properties:
Name Type Description
Cocoon.Multiplayer.SendDataMode object

The object itself

Properties
Name Type Description
RELIABLE string

The data is sent continuously until it is successfully received by the intended recipients or the connection times out.

UNRELIABLE string

The data is sent once and is not sent again if a transmission error occurs.

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