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PeerGaming

PeerGaming - Share the Fun

A Client-Side Multiplayer Gaming Framework for the Web.

Latest Release: 0.5.1 (changelog)

Introduction

PeerGaming is a web framework for the browser, which uses WebRTC to connect multiple clients and allows them to communicate. It makes it easy to create & deploy your own Multiplayer game, as no additional server component is required.

Support

Firefox : 23 Chrome : 26++

With the latest update Firefox is supported again. Unfortunately the DataChannel implementation still differs with the one in Chrome, so it won't work if you connect both kinds. The next version will provide a proper handling for interoperability.

Warning: Chrome 31++ and Firefox 26 won't work currently.

Features

  • library agnostic (!= dependency)
  • easy setup / automatic connection
  • optional backup for reconnection
  • use reactive data handling
  • solve synchronization conflicts
  • offer a serverless hook

Info

The documentation is still work in progress and will be available later at docs.peergaming.net and its repository.

API - Overview

  pg.noConflict   : fn  - reset namespace
  pg.VERSION      : obj - refers to the current version
  pg.info         : obj - information about the state
  pg.config       : fn  - configuration for the network
  pg.watch        : fn  - notifications by internal events
  pg.login        : fn  - set identifier and create player
  pg.player       : obj - own user instance (writeable)
  pg.peers        : obj - list of connected players (readable)
  pg.data         : arr - shortcut to access peers.data + player.data
  pg.sync         : obj - synchronized shared object
  pg.loop         : fn  - synchronized rendering process
  pg.channel      : fn  - handler for a "Channel"
  pg.game         : fn  - handler for a "Game"
  pg.routes       : fn  - define default and custom routes

Quick Guide

  • 1.) setup room handler
  • 2.) create a new user by login
  • 3.) initialize the game
  • 4.) use pg.player, pg.data and pg.sync for network synchronization
  • *.) define a message handler

Example

/** [0] Define default route **/

pg.routes('test/42');


/** [1] Setup handler **/

pg.channel( function ( channel ) {

  channel.on( 'enter', function( user ) {

    console.log('[CHANNEL] - enter | User: ' + user.account.name + ' | Channel: ' + channel.id);
  });
});


/** [2] Create a new player **/

el.addEventListener('click', function(){

  pg.login( 'UserName' );
});


/** [3]  Initialize the game **/

pg.game( 'test', function ( game ) {

  game.on( 'enter', function ( user ) {

    console.log('[GAME] - enter | ID: ' + user.id);

    game.start( Game.init );
  });


  game.on( 'leave', function ( peer ) {

    console.log('[GAME] - leave | ID: ' + peer.id);
  });

});


/** [*] Handle messages **/

pg.watch( 'message', function ( msg ) {

  console.log('[MESSAGE] - ' + JSON.parse(msg).data.msg );
});

Tribute

In remembrance to all connections which don't exist.

License

Copyright (c) 2013, Stefan Dühring

Distributed under MIT License.

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A Client-Side Multiplayer Gaming Framework for the Web

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