new PlayerManager()
Listens to Events:
- PlayerManager#event:save
- PlayerManager#event:updateTick
Properties:
| Name | Type | Description |
|---|---|---|
players |
Map | |
events |
EventManager | Player events |
loader |
EntityLoader |
Extends
- EventEmitter
Methods
-
addListener(behaviorName, listener)
-
Parameters:
Name Type Description behaviorNamestring listenerfunction -
addPlayer(player)
-
Parameters:
Name Type Description playerPlayer -
exists(name) → {boolean}
-
Parameters:
Name Type Description namestring Returns:
boolean -
filter(fn) → {array}
-
Parameters:
Name Type Description fnfunction Filter function
Returns:
array -
getBroadcastTargets() → {Array.<Character>}
-
Used by Broadcaster
Returns:
Array.<Character> -
getPlayer(name) → {Player}
-
Parameters:
Name Type Description namestring Returns:
Player -
getPlayersAsArray() → {array}
-
Returns:
array -
keyify(player) → {string}
-
Turn player into a key used by this class's map
Parameters:
Name Type Description playerPlayer Returns:
string -
async loadPlayer(state, account, username, force) → {Player}
-
Load a player for an account
Parameters:
Name Type Description stateGameState accountAccount usernamestring forceboolean true to force reload from storage
Returns:
Player -
removePlayer(player, killSocket)
-
Remove the player from the game. WARNING: You must manually save the player first as this will modify serializable properties
Parameters:
Name Type Default Description playerPlayer killSocketboolean false true to also force close the player's socket
-
async save()
-
Save a player
Fires:
- Player#event:save
-
async saveAll()
-
Fires:
-
setLoader(loader)
-
Set the entity loader from which players are loaded
Parameters:
Name Type Description loaderEntityLoader -
tickAll()
-
Fires: