PlayerIO

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HTML5 (Javascript) Client Reference

javascript (html5) multiplayer class informationClass multiplayer

Language: Javascript (HTML5)

The Multiplayer service. This class has method for listing, creating, and joining multiplayer rooms. Once a user has been sucessfully connected to a room, a connection object will be returned. This class is also used to override the development server setting when developing and testing multiplayer code against your local development server.

Example

Joining a multiplayer room and listening to all messages

Properties

 
developmentServer :string

If not null, rooms will be created on the development server at the address defined by the server endpoint, instead of using the live multiplayer servers.

useSecureConnections :bool

If set to true, the multiplayer connections will be encrypted using TLS/SSL. Be aware that this will cause a performance degradation by introducting secure connection negotiation latency when connecting.

Methods

 
createJoinRoom (roomId, roomType, visible, roomData, joinData, successCallback, errorCallback):

Creates a multiplayer room (if it does not exist already) and joins it.

createRoom (roomId, roomType, visible, roomData, successCallback, errorCallback):

Create a multiplayer room on the Player.IO infrastructure.

joinRoom (roomId, joinData, successCallback, errorCallback):

Join a running multiplayer room.

listRooms (roomType, searchCriteria, resultLimit, resultOffset, successCallback, errorCallback):

List the currently running multiplayer rooms.

multiplayer.developmentServer

If not null, rooms will be created on the development server at the address defined by the server endpoint, instead of using the live multiplayer servers.

multiplayer.useSecureConnections

If set to true, the multiplayer connections will be encrypted using TLS/SSL. Be aware that this will cause a performance degradation by introducting secure connection negotiation latency when connecting.

multiplayer.createJoinRoom

createJoinRoom (roomId, roomType, visible, roomData, joinData, successCallback, errorCallback):

Creates a multiplayer room (if it does not exist already) and joins it.

Arguments

roomId:string
The id of the room you wish to create/join.
roomType:string
The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available.
visible:bool
If the room doesn't exist: Should the room be visible when listing rooms with GetRooms upon creation?
roomData:object
If the room doesn't exist: The data to initialize the room with upon creation.
joinData:object
Data to send to the room with additional information about the join.
successCallback:function(connection)
Callback function that will be called with a connection to the room
errorCallback:function(PlayerIOError)
Callback function that will be called if an error occurs

multiplayer.createRoom

createRoom (roomId, roomType, visible, roomData, successCallback, errorCallback):

Create a multiplayer room on the Player.IO infrastructure.

Arguments

roomId:string
The id you wish to assign to your new room - You can use this to connect to the specific room later as long as it still exists.
roomType:string
The name of the room type you wish to run the room as. This value should match one of the [RoomType(...)] attributes of your uploaded code. A room type of 'bounce' is always available.
visible:bool
Should the room be visible when listing rooms with GetRooms or not?
roomData:object
The data to initialize the room with, this can be read with ListRooms and changed from the serverside.
successCallback:function(string)
Callback function that will be called with the newly created room id
errorCallback:function(PlayerIOError)
Callback function that will be called if an error occurs

multiplayer.joinRoom

joinRoom (roomId, joinData, successCallback, errorCallback):

Join a running multiplayer room.

Arguments

roomId:string
The id of the room you wish to connect to.
joinData:string
Data to send to the room with additional information about the join.
successCallback:function(connection)
Callback function that will be called with a connection to the room
errorCallback:function(PlayerIOError)
Callback function that will be called if an error occurs

multiplayer.listRooms

listRooms (roomType, searchCriteria, resultLimit, resultOffset, successCallback, errorCallback):

List the currently running multiplayer rooms.

Arguments

roomType:string
The type of room you wish to list.
searchCriteria:object
Only rooms with the same values in their roomdata will be returned.
resultLimit:int
The maximum amount of rooms you want to receive. Use 0 for 'as many as possible'.
resultOffset:int
The offset into the list you wish to start listing at.
successCallback:function(RoomInfo[])
Callback function that will be called with a connection to the room
errorCallback:function(PlayerIOError)
Callback function that will be called if an error occurs