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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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<!-- Do not edit this file. It is automatically generated by API Documenter. --> [Home](./index.md) &gt; [server](./server.md) &gt; [WorldLoop](./server.worldloop.md) ## WorldLoop class Manages the tick loop for a world. **Signature:** ```typescript export default class WorldLoop extends EventRouter ``` **Extends:** [EventRouter](./server.eventrouter.md) ## Remarks The world loop automatically handles ticking physics, entities, and other world logic. The internal order of tick operations is as follows: 1. Update chunks and meshing 2. Tick entity logic 3. Step physics 4. Check and emit entity updates 5. Synchronize network packets with player clients <h2>Events</h2> This class is an EventRouter, and instances of it emit events with payloads listed under [WorldLoopEventPayloads](./server.worldloopeventpayloads.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 `WorldLoop` class. ## Properties <table><thead><tr><th> Property </th><th> Modifiers </th><th> Type </th><th> Description </th></tr></thead> <tbody><tr><td> [currentTick](./server.worldloop.currenttick.md) </td><td> `readonly` </td><td> number </td><td> The current tick of the world loop. </td></tr> <tr><td> [isStarted](./server.worldloop.isstarted.md) </td><td> `readonly` </td><td> boolean </td><td> Whether the world loop is started. </td></tr> <tr><td> [nextTickMs](./server.worldloop.nexttickms.md) </td><td> `readonly` </td><td> number </td><td> The next tick time in milliseconds. </td></tr> <tr><td> [timestepS](./server.worldloop.timesteps.md) </td><td> `readonly` </td><td> number </td><td> The fixed timestep of the world loop in seconds. </td></tr> <tr><td> [world](./server.worldloop.world.md) </td><td> `readonly` </td><td> [World](./server.world.md) </td><td> The world that the loop manages. </td></tr> </tbody></table>