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Rpg Client Engine

Reference for the RpgClientEngine class.

Members

addComponentAnimation

Add a component animation to the engine Component animations are temporary visual effects that can be displayed on sprites or objects, such as hit indicators, spell effects, or status animations.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • componentAnimation: { component: any, id: string }

Returns

The added component animation configuration

Examples

addEventComponentResolver

Register a custom event component resolver. The last resolver returning a component wins. This lets later modules override earlier defaults without replacing the whole map scene.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • resolver: EventComponentResolver

Returns

The registered resolver

addSound

Add a sound to the engine Adds a sound to the engine’s sound cache. The sound can be:
  • A simple object with id and src properties
  • A Howler instance
  • An object with a play() method
If the sound has a src property, a Howler instance will be created automatically.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • sound: any
  • id?: string

Returns

The added sound

Examples

addSpriteComponentBehind

Add a component to render behind sprites Components added with this method will be displayed with a lower z-index than the sprite Supports multiple formats:
  1. Direct component: ShadowComponent
  2. Configuration object: { component: LightHalo, props: {...} }
  3. With dynamic props: { component: LightHalo, props: (object) => {...} }
  4. With dependencies: { component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }
Components with dependencies will only be displayed when all dependencies are resolved (!= undefined). The object (sprite) is passed to the dependencies function to allow sprite-specific dependency resolution.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • component: any

Returns

The added component or configuration

Examples

addSpriteComponentInFront

Add a component to render in front of sprites Components added with this method will be displayed with a higher z-index than the sprite Supports multiple formats:
  1. Direct component: HealthBarComponent
  2. Configuration object: { component: StatusIndicator, props: {...} }
  3. With dynamic props: { component: HealthBar, props: (object) => {...} }
  4. With dependencies: { component: HealthBar, dependencies: (object) => [object.hp, object.param.maxHp] }
Components with dependencies will only be displayed when all dependencies are resolved (!= undefined). The object (sprite) is passed to the dependencies function to allow sprite-specific dependency resolution.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • component: any | { component: any, props: (object: any) => any, dependencies?: (object: any) => any[] }

Returns

The added component or configuration

Examples

cameraFollowRevision

Incremented for each camera follow command so repeated commands on the same target are applied
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Defined in: RpgClientEngine

Signature

cameraFollowSmoothMove

Camera follow transition options used by character components when the target changes
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Defined in: RpgClientEngine

Signature

cameraFollowTargetId

ID of the sprite that the camera should follow. null means follow the current player
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Defined in: RpgClientEngine

Signature

clear

Clear all client resources and reset state This method should be called to clean up all client-side resources when shutting down or resetting the client engine. It:
  • Destroys the PIXI renderer
  • Stops all sounds
  • Cleans up subscriptions and event listeners
  • Resets scene map
  • Stops ping/pong interval
  • Clears prediction states

Design

This method is used primarily in testing environments to ensure clean state between tests. In production, the client engine typically persists for the lifetime of the application.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Examples

clearClientPredictionStates

Clear client prediction states for cleanup Removes old prediction states and input history to prevent memory leaks. Should be called when changing maps or disconnecting.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Examples

dashDefaults

Runtime defaults used by modules that specialize the built-in dash.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Defined in: RpgClientEngine

Signature

flash

Trigger a flash animation on a sprite This method allows you to trigger a flash effect on any sprite from client-side code. The flash can be configured with various options including type (alpha, tint, or both), duration, cycles, and color.

Design

The flash is applied directly to the sprite object using its flash trigger. This is useful for client-side visual feedback, UI interactions, or local effects that don’t need to be synchronized with the server.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • spriteId?: string
  • options?: { type?: 'alpha' | 'tint' | 'both'; duration?: number; cycles?: number; alpha?: number; tint?: number | string; }

Examples

getComponentAnimation

Get a component animation by its ID Retrieves the EffectManager instance for a specific component animation, which can be used to display the animation on sprites or objects.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • id: string

Returns

The EffectManager instance for the animation

Examples

getSound

Get a sound by ID, using resolver if not found in cache This method first checks if the sound exists in the cache. If not found and a resolver is set, it calls the resolver to create the sound. The resolved sound is automatically cached for future use.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • id: string

Returns

The sound if found or created, or undefined if not found and no resolver

Examples

getSoundVolume

Read the persisted volume of one sound channel for the current project. Calls made inside a CanvasEngine computed value remain reactive.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Member of: RpgClientEngine
  • Defined in: RpgClientEngine

Signature

Parameters

  • channel: RpgAudioChannel

Returns

Volume between 0 and 1.

Examples

getSpriteComponent

Get a reusable sprite component by id.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • id: string

Returns

The CanvasEngine component, or undefined when missing

getSpriteSheet

Get a spritesheet by ID, using resolver if not found in cache This method first checks if the spritesheet exists in the cache. If not found and a resolver is set, it calls the resolver to create the spritesheet. The resolved spritesheet is automatically cached for future use.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • id: string | number

Returns

The spritesheet if found or created, or undefined if not found and no resolver

Examples

interactions

Register client-only pointer behaviors for map sprites. Interactions remain local unless a behavior explicitly sends an action to the server. See the client interactions guide for hover, selection, hit testing, drag-and-drop, overlays, and network rules.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Member of: RpgClientEngine
  • Defined in: RpgClientEngine

Signature

Examples

interruptCurrentPlayerMovement

Stop local movement immediately and discard pending predicted movement. Use this before a blocking action such as an A-RPG attack, dialog, dash startup, or any client-side state where already buffered movement inputs must not be replayed after server reconciliation.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • player?: any

Returns

true when a player was found and interrupted.

Examples

mapShakeTrigger

Trigger for map shake animation
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Defined in: RpgClientEngine

Signature

music

Client-only controller for temporary looping music and map BGM crossfades.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Defined in: RpgClientEngine

Signature

playClientVisual

Play a registered client visual locally. This is also used by the websocket listener when the server calls player.clientVisual() or map.clientVisual().
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • packet: ClientVisualPacket

playSound

Play a sound by its ID This method retrieves a sound from the cache or resolver and plays it. If the sound is not found, it will attempt to resolve it using the soundResolver. Uses Howler.js for audio playback instead of native Audio elements. The existing API remains the single entry point for ordinary, channel-aware, and spatial sounds. Playback is client-owned in both standalone and MMORPG games; server calls only ask the receiving client to play a registered ID.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Member of: RpgClientEngine
  • Defined in: RpgClientEngine

Signature

Parameters

  • soundId: string
  • options?: RpgPlaySoundOptions

Returns

Resolves after the sound has been resolved and started when available.

Examples

pointer

Read the latest pointer position tracked by the client canvas. World coordinates are suitable for action payloads and map interactions.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Member of: RpgClientEngine
  • Defined in: RpgClientEngine

Signature

Examples

processAction

Send an action intent to the authoritative server. Client-provided data must be validated by the receiving player input handler or action.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Member of: RpgClientEngine
  • Defined in: RpgClientEngine

Signature

Parameters

  • action: RpgActionName
  • data?: any

Returns

Nothing.

Examples

processDash

Start a predicted dash for the current player and send it through the authoritative movement channel.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Member of: RpgClientEngine
  • Defined in: RpgClientEngine

Signature

Parameters

  • input?: Partial<RpgDashInput>

Returns

A promise resolved after the dash input has been processed locally.

Examples

registerClientVisual

Register a named client visual macro. Client visuals are small client-side functions that group existing visual primitives such as flash, sound, component animations, sprite animation, or map shake. The server sends only the visual name and a serializable payload.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • name: string
  • handler: ClientVisualHandler

Returns

The registered handler

registerClientVisuals

Register several named client visual macros.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • visuals: ClientVisualMap

registerSpriteComponent

Register a reusable sprite component that can be addressed by the server. Server-side component definitions only carry the component id and serializable props. The client registry maps that id to the CanvasEngine component that performs the actual rendering.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • id: string
  • component: any

Returns

The registered component

Examples

resolveEventComponent

Resolve the custom CanvasEngine component for an event, if any.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • event: RpgClientEvent

Returns

The component/config returned by the last matching resolver

setCameraFollow

Set the camera to follow a specific sprite This method changes which sprite the camera viewport should follow. The camera can smoothly animate to the target sprite before continuous follow starts.

Design

The camera follow target is stored in a signal that is read by sprite components. Each sprite checks if it should be followed by comparing its ID with the target ID. When smoothMove options are provided, the transition is handled by pixi-viewport’s animation plugin, then continuous follow is handled by CanvasEngine’s viewport system.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • targetId: string | null
  • smoothMove?: CameraFollowSmoothMove

Examples

setKeyboardControls

Assigns a CanvasEngine KeyboardControls instance to the dependency injection context This method registers a KeyboardControls instance from CanvasEngine into the DI container, making it available for injection throughout the application. The particularity is that this method is automatically called when a sprite is displayed on the map, allowing the controls to be automatically associated with the active sprite.

Design

  • The instance is stored in the DI context under the KeyboardControls token
  • It’s automatically assigned when a sprite component mounts (in character.ce)
  • The controls instance comes from the CanvasEngine component’s directives
  • Once registered, it can be retrieved using inject(KeyboardControls) from anywhere
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • controlInstance: any

Examples

setSoundResolver

Set a resolver function for sounds The resolver is called when a sound is requested but not found in the cache. It can be synchronous (returns directly) or asynchronous (returns a Promise). The resolved sound is automatically cached for future use.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • resolver: (id: string) => any | Promise<any>

Examples

setSoundVolume

Set the persisted volume of one sound channel for the current project. Master volume is applied through Howler, including sounds controlled through the legacy RpgSound.global facade. This client-owned preference behaves the same in standalone and MMORPG games and never changes server state.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Member of: RpgClientEngine
  • Defined in: RpgClientEngine

Signature

Parameters

  • channel: RpgAudioChannel
  • value: number

Examples

setSpritesheetResolver

Set a resolver function for spritesheets The resolver is called when a spritesheet is requested but not found in the cache. It can be synchronous (returns directly) or asynchronous (returns a Promise). The resolved spritesheet is automatically cached for future use.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • resolver: (id: string | number) => any | Promise<any>

Examples

startTransition

Start a transition Convenience method to display a transition by its ID using the GUI system.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • id: string
  • props?: any

Examples

stopAllSounds

Stop all currently playing sounds This method stops all sounds that are currently playing. Useful when changing maps to prevent sound overlap.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Examples

stopSound

Stop a sound that is currently playing This method stops a sound that was previously started with playSound().
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: method
  • Defined in: RpgClientEngine

Signature

Parameters

  • soundId: string

Examples

visualPause

Freezes map rendering for short presentation-only beats such as combat hit-stop. It is deliberately separate from menu/gameplay pause ownership.
  • Source: packages/client/src/RpgClientEngine.ts
  • Kind: property
  • Defined in: RpgClientEngine

Signature