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pureboard
pureboard
client/baseGameClient
BaseGameClient
Class BaseGameClient<Data, Action, HiddenType>
Type Parameters
Data
Action
HiddenType
=
any
Hierarchy (
View Summary
)
BaseComponentClient
<
Data
,
Action
,
HiddenType
>
BaseGameClient
Index
Constructors
constructor
Properties
client
container
deinitialized
game
Id
game
Room
Client
has
State
hidden
Objects
Store
on
After
Action
random
signal
Connections
store
type
Methods
add
Connection
deinitialize
disconnect
All
Signals
game
Room
State
get
Game
Room
Client
get
State
have
Seat
hidden
State
initialize
is
Destroyed
on
Action
on
Authorized
on
Disconnected
on
Event
restart
Game
seat
Of
send
Action
state
Constructors
constructor
new
BaseGameClient
<
Data
,
Action
,
HiddenType
=
any
>
(
container
:
StoreContainer
<
Data
,
Action
,
HiddenType
>
,
type
:
string
,
gameRoomClient
:
GameRoomClient
,
)
:
BaseGameClient
<
Data
,
Action
,
HiddenType
>
Type Parameters
Data
Action
HiddenType
=
any
Parameters
container
:
StoreContainer
<
Data
,
Action
,
HiddenType
>
type
:
string
gameRoomClient
:
GameRoomClient
Returns
BaseGameClient
<
Data
,
Action
,
HiddenType
>
Properties
Readonly
client
client
:
IClient
container
container
:
StoreContainer
<
Data
,
Action
,
HiddenType
>
deinitialized
deinitialized
:
boolean
= false
Protected
game
Id
gameId
:
number
Protected
game
Room
Client
gameRoomClient
:
GameRoomClient
has
State
hasState
:
boolean
= false
hidden
Objects
Store
hiddenObjectsStore
:
Store
<
HiddenObjectsState
<
HiddenType
>
>
on
After
Action
onAfterAction
:
Signal
<
(
arg
:
NewGameAction
|
Action
)
=>
void
>
= ...
random
random
:
ClientRandomGenerator
= ...
signal
Connections
signalConnections
:
SignalConnection
[]
= []
store
store
:
Store
<
Data
>
type
type
:
string
Methods
Protected
add
Connection
addConnection
(
connection
:
SignalConnection
)
:
SignalConnection
Parameters
connection
:
SignalConnection
Returns
SignalConnection
deinitialize
deinitialize
()
:
void
Returns
void
Protected
disconnect
All
Signals
disconnectAllSignals
()
:
void
Returns
void
Protected
game
Room
State
gameRoomState
()
:
GameRoomState
Returns
GameRoomState
get
Game
Room
Client
getGameRoomClient
()
:
GameRoomClient
Returns
GameRoomClient
get
State
getState
()
:
Promise
<
Data
>
Returns
Promise
<
Data
>
have
Seat
haveSeat
(
index
:
number
)
:
boolean
Parameters
index
:
number
Returns
boolean
Protected
hidden
State
hiddenState
()
:
HiddenObjectsState
<
HiddenType
>
Returns
HiddenObjectsState
<
HiddenType
>
initialize
initialize
()
:
Promise
<
void
>
Returns
Promise
<
void
>
is
Destroyed
isDestroyed
()
:
boolean
Returns
boolean
Protected
on
Action
onAction
(
_action
:
NewGameAction
|
Action
)
:
void
Parameters
_action
:
NewGameAction
|
Action
Returns
void
on
Authorized
onAuthorized
(
method
:
()
=>
void
)
:
SignalConnection
Parameters
method
:
()
=>
void
Returns
SignalConnection
on
Disconnected
onDisconnected
(
method
:
()
=>
void
)
:
SignalConnection
Parameters
method
:
()
=>
void
Returns
SignalConnection
Protected
on
Event
onEvent
(
name
:
string
,
method
:
(
...
args
:
any
[]
)
=>
void
)
:
void
Parameters
name
:
string
method
:
(
...
args
:
any
[]
)
=>
void
Returns
void
restart
Game
restartGame
(
options
:
GameOptions
)
:
Promise
<
void
>
Parameters
options
:
GameOptions
Returns
Promise
<
void
>
seat
Of
seatOf
()
:
number
Returns
number
send
Action
sendAction
(
action
:
NewGameAction
|
Action
)
:
Promise
<
void
>
Parameters
action
:
NewGameAction
|
Action
Returns
Promise
<
void
>
Protected
state
state
()
:
Data
Returns
Data
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Protected
Inherited
External
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On This Page
Constructors
constructor
Properties
client
container
deinitialized
game
Id
game
Room
Client
has
State
hidden
Objects
Store
on
After
Action
random
signal
Connections
store
type
Methods
add
Connection
deinitialize
disconnect
All
Signals
game
Room
State
get
Game
Room
Client
get
State
have
Seat
hidden
State
initialize
is
Destroyed
on
Action
on
Authorized
on
Disconnected
on
Event
restart
Game
seat
Of
send
Action
state
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