Methods
arePlayersSilenced() → {boolean}
Queries, if new devices are currently silenced.
- Since:
- 1.9.0
- Source:
Returns:
True, if new devices that are not players are silenced.
- Type
- boolean
getControllerDeviceIds() → {Array}
Returns all controller device ids that have loaded your game.
- Source:
Returns:
- Type
- Array
getDeviceId() → {number}
Returns the device_id of this device.
Every device in an AirConsole session has a device_id.
The screen always has device_id 0. You can use the AirConsole.SCREEN
constant instead of 0.
All controllers also get a device_id. You can NOT assume that the device_ids
of controllers are consecutive or that they start at 1.
DO NOT HARDCODE CONTROLLER DEVICE IDS!
If you want to have a logic with "players numbers" (Player 0, Player 1,
Player 2, Player 3) use the setActivePlayers helper function! You can
hardcode player numbers, but not device_ids.
Within an AirConsole session, devices keep the same device_id when they
disconnect and reconnect. Different controllers will never get the same
device_id in a session. Every device_id remains reserved for the device that
originally got it.
- Source:
- See:
Returns:
- Type
- number
getMasterControllerDeviceId() → {number|undefined}
Returns the device ID of the master controller.
Premium devices are prioritzed.
- Source:
Returns:
- Type
- number | undefined
getServerTime() → {number}
Returns the current time of the game server.
This allows you to have a synchronized clock: You can send the server
time in a message to know exactly at what point something happened on a
device. This function can only be called if the AirConsole was instantiated
with the "synchronize_time" opts set to true and after onReady was called.
- Source:
Returns:
Timestamp in milliseconds.
- Type
- number
(abstract) onConnect(device_id)
Gets called when a device has connected and loaded the game.
Parameters:
Name | Type | Description |
---|---|---|
device_id |
number | the device ID that loaded the game. |
- Source:
(abstract) onDisconnect(device_id)
Gets called when a device has left the game.
Parameters:
Name | Type | Description |
---|---|---|
device_id |
number | the device ID that left the game. |
- Source:
(abstract) onReady(code)
Gets called when the game console is ready.
This event also fires onConnect for all devices that already are
connected and have loaded your game.
This event also fires onCustomDeviceStateChange for all devices that are
connected, have loaded your game and have set a custom Device State.
Parameters:
Name | Type | Description |
---|---|---|
code |
string | The AirConsole join code. |
- Source: