hytopia
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The HYTOPIA SDK makes it easy for developers to create massively multiplayer games using JavaScript or TypeScript.
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[Home](./index.md) > [server](./server.md) > [Player](./server.player.md)
## Player class
A player in the game.
**Signature:**
```typescript
export default class Player extends EventRouter implements protocol.Serializable
```
**Extends:** [EventRouter](./server.eventrouter.md)
**Implements:** protocol.Serializable
## Remarks
Players are automatically created when they connect and authenticate with the game server. This is all handled internally.
<h2>Events</h2>
This class is an EventRouter, and instances of it emit events with payloads listed under [PlayerEventPayloads](./server.playereventpayloads.md)
The constructor for this class is marked as internal. Third-party code should not call the constructor directly or create subclasses that extend the `Player` class.
## Properties
<table><thead><tr><th>
Property
</th><th>
Modifiers
</th><th>
Type
</th><th>
Description
</th></tr></thead>
<tbody><tr><td>
[camera](./server.player.camera.md)
</td><td>
`readonly`
</td><td>
[PlayerCamera](./server.playercamera.md)
</td><td>
The camera for the player.
</td></tr>
<tr><td>
[id](./server.player.id.md)
</td><td>
`readonly`
</td><td>
string
</td><td>
The unique HYTOPIA UUID for the player.
</td></tr>
<tr><td>
[input](./server.player.input.md)
</td><td>
`readonly`
</td><td>
[PlayerInput](./server.playerinput.md)
</td><td>
The current [PlayerInput](./server.playerinput.md) of the player.
</td></tr>
<tr><td>
[profilePictureUrl](./server.player.profilepictureurl.md)
</td><td>
`readonly`
</td><td>
string \| undefined
</td><td>
The profile picture URL for the player.
</td></tr>
<tr><td>
[ui](./server.player.ui.md)
</td><td>
`readonly`
</td><td>
[PlayerUI](./server.playerui.md)
</td><td>
The UI for the player.
</td></tr>
<tr><td>
[username](./server.player.username.md)
</td><td>
`readonly`
</td><td>
string
</td><td>
The unique HYTOPIA username for the player.
</td></tr>
<tr><td>
[world](./server.player.world.md)
</td><td>
`readonly`
</td><td>
[World](./server.world.md) \| undefined
</td><td>
The current [World](./server.world.md) the player is in.
</td></tr>
</tbody></table>
## Methods
<table><thead><tr><th>
Method
</th><th>
Modifiers
</th><th>
Description
</th></tr></thead>
<tbody><tr><td>
[disconnect()](./server.player.disconnect.md)
</td><td>
</td><td>
Disconnects the player from the game server.
</td></tr>
<tr><td>
[getPersistedData()](./server.player.getpersisteddata.md)
</td><td>
</td><td>
Get the persisted data for the player.
</td></tr>
<tr><td>
[joinWorld(world)](./server.player.joinworld.md)
</td><td>
</td><td>
Joins a player to a world.
</td></tr>
<tr><td>
[resetInputs()](./server.player.resetinputs.md)
</td><td>
</td><td>
Resets all inputs keys
</td></tr>
<tr><td>
[setPersistedData(data)](./server.player.setpersisteddata.md)
</td><td>
</td><td>
Set the persisted data for the player. This data can later be retrieved using [Player.getPersistedData()](./server.player.getpersisteddata.md)<!-- -->, even if a player disconnects and rejoin a game in the future, or joins a different HYTOPIA managed lobby of your game.
</td></tr>
</tbody></table>