My basic starter kit for creating realtime web-based games with nodejs.
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README.md

Node-Gameroom

My basic starter kit for creating realtime web-based games with nodejs.

Includes

  • Bugs - this is alpha baby!
  • Express for handling your sites content
  • Socket.io for mananging your games realtime events and data
  • Tiny client-side helper lib to simplify encoding/decoding and message passing (no JSON which is slow IMO)
  • Crappy docs

Excludes

  • Any database support. The choice is yours.

Example

$ git clone git://github.com/aheckmann/node-gameroom.git --recursive

$ sudo node server.js

Then navigate to http://0.0.0.0/ and click Play.

Serverside

// ...

Clientside

There is a global room object you use to send/receive events from the server to notify other players etc.

room.join() Joins a gameroom

room.send(message) Encodes message(s) and sends to server

room.log A typical cross-browser safe console logger

room.bind(name, fn) Registers an event handler (fn) for the given event name. Name can be either a single event name or a space seperated list of event names to which fn is bound. room.bind("something-neat", function(eventName, color, amount){ room.log(eventName + " happened. I saw " + amount + " " + color + " cats skydiving!") }) room.trigger("something-neat", ["blue", 99]) -> "something-neat happened. I saw 99 blue cats skydiving!"

room.unbind(name, fn) The inverse of room.bind.

room.trigger(name, args) Executes all bound handlers for event name passing in args to each. room.trigger("wackamole", ["you", "know", "you", "wish", "you", "could"])

Events

There are a number of Node-Gameroom provided events to help you get your games started.

  • Client-side events

    • gameplayerid(uid)
      • uid: unique id of the current player (you)
    • gamejoin(uid, totalPlayers)
      • uid: unique id of player that just joined (could be same as gameplayerid)
      • totalPlayers: total number of players in the gameroom
    • gamecountdown(count)
      • count: (int) If you specify a countdown on the server, all clients are notified each second: (10, 9, 8, ...) This is useful if you need your players to wait a certain amount of time before the game starts.
    • gamestart - Signals the start of the game.
    • gametimer(timer)
      • timer: (int) Sent once per second along with the number of seconds left in the game.
    • gameover - Auto sent when the gametimer runs out or whenever you want. Ends the game.
  • Server-side events

    • // ...

If you want to track the number of players in a gameroom, just listen for the gamejoin event. When a player joins (including yourself) the gamejoin event fires on the client passing along the uid of each player in the gameroom as seperate args. Just use arguments.length - 1.

room.bind("gamejoin", function(event, id1, id2, ...){
  room.log("There are " + arguments.length - 1 + " players in the game room")
})

See the demo for another example of event handling.

License

(The MIT License)

Copyright (c) 2010 Aaron Heckmann

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the 'Software'), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.