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    Class Player

    Hierarchy

    • EventEmitter
      • Player
    Index

    Constructors

    Properties

    Methods

    Events

    Constructors

    Properties

    _avatarLoaded: boolean = false

    Used by the avatarLoaded() method to determine if the avatar already loaded.

    _positionDeltaTime: number
    _steps: Timeout[]
    admin: boolean

    If the player is a Brick Hill admin (Does not work if local is set to true.)

    alive: boolean

    If the player is alive or not.

    assets: Assets

    An object containing all of the assets the player is currently wearing.

    authenticated: boolean
    blockedUsers: number[]

    An array containing userIds of players the player has blocked. Do NOT store player references in here. *

    cameraDistance: number

    The distance of how far the camera is away from the player.

    cameraFOV: number

    The camera field of view of the player.

    cameraObject: Player

    The player the camera is currently attached to.

    cameraPosition: Vector3

    The current camera position of the player.

    cameraRotation: Vector3

    The current camera rotation of the player.

    cameraType: CameraType

    The current camera type of the player.

    chatColor: string

    If set, the player's nametag color (in chat) will be set to the hex value you put.

    client: Client

    The player's client type

    colors: BodyColors

    An object containing all of the body colors the player has.

    destroyed: boolean = false

    True if the player has left the game.

    destroyTool: (tool: Tool) => Promise<boolean> = ...

    Type Declaration

      • (tool: Tool): Promise<boolean>
      • Unequips the tool (if equipped), and removes it from player's inventory.

        Parameters

        Returns Promise<boolean>

    Same as player.removeTool

    gravity: number = 3

    Gravity for player's physics.

    health: number

    The current health of the player.

    inventory: Tool[]

    An array of tools the player has in their inventory.

    jumpPower: number = 5

    How high the player can jump.

    loadAvatar: boolean = true

    If set to false, the player will not automatically load their avatar.

    loadTool: boolean = true

    If set to false, the player will not spawn with their tool equipped.
    loadAvatar MUST be enabled for this to work.

    localBricks?: Brick[]

    An array containing all local bricks on the player's client.

    maxHealth: number = 100

    The value the player's health will be set to when they respawn. *

    membershipType: number

    The membershipType of the player.

    muted: boolean = false

    If set to true, the server will reject any chat attempts from the player. *

    netId: number
    position: Vector3

    The current position of the player.

    rotation: Vector3

    The current rotation of the player.

    scale: Vector3 = ...

    The current scale of the player.

    score: number = 0

    The current score of the player.

    socket: ClientSocket
    spawnHandler: (player: Player) => Vector3

    A function that will be called whenever player.respawn() is called.

    spawnPosition?: Vector3

    If set, player.respawn() will spawn the player in the value provided instead of a random location. This property overrides spawnHandler.

    speech: string = ""

    The current speech bubble of the player. ("" = empty).

    speed: number = 4

    The current speed of the player.

    team: Team

    The current team the player is on.

    toolEquipped: Tool

    The current tool the player has equipped.

    userId: number

    The Brick Hill userId of the player.

    username: string

    The username of the player.

    validationToken: string

    The validation token of the player

    captureRejections: boolean

    Value: boolean

    Change the default captureRejections option on all new EventEmitter objects.

    v13.4.0, v12.16.0

    captureRejectionSymbol: typeof captureRejectionSymbol

    Value: Symbol.for('nodejs.rejection')

    See how to write a custom rejection handler.

    v13.4.0, v12.16.0

    defaultMaxListeners: number

    By default, a maximum of 10 listeners can be registered for any single event. This limit can be changed for individual EventEmitter instances using the emitter.setMaxListeners(n) method. To change the default for allEventEmitter instances, the events.defaultMaxListeners property can be used. If this value is not a positive number, a RangeError is thrown.

    Take caution when setting the events.defaultMaxListeners because the change affects all EventEmitter instances, including those created before the change is made. However, calling emitter.setMaxListeners(n) still has precedence over events.defaultMaxListeners.

    This is not a hard limit. The EventEmitter instance will allow more listeners to be added but will output a trace warning to stderr indicating that a "possible EventEmitter memory leak" has been detected. For any single EventEmitter, the emitter.getMaxListeners() and emitter.setMaxListeners() methods can be used to temporarily avoid this warning:

    import { EventEmitter } from 'node:events';
    const emitter = new EventEmitter();
    emitter.setMaxListeners(emitter.getMaxListeners() + 1);
    emitter.once('event', () => {
    // do stuff
    emitter.setMaxListeners(Math.max(emitter.getMaxListeners() - 1, 0));
    });

    The --trace-warnings command-line flag can be used to display the stack trace for such warnings.

    The emitted warning can be inspected with process.on('warning') and will have the additional emitter, type, and count properties, referring to the event emitter instance, the event's name and the number of attached listeners, respectively. Its name property is set to 'MaxListenersExceededWarning'.

    v0.11.2

    errorMonitor: typeof errorMonitor

    This symbol shall be used to install a listener for only monitoring 'error' events. Listeners installed using this symbol are called before the regular 'error' listeners are called.

    Installing a listener using this symbol does not change the behavior once an 'error' event is emitted. Therefore, the process will still crash if no regular 'error' listener is installed.

    v13.6.0, v12.17.0

    playerId: number = 0

    Methods

    • Parameters

      • message: string
      • broadcast: boolean = false

      Returns Promise<boolean>

    • Type Parameters

      • K

      Parameters

      • error: Error
      • event: string | symbol
      • ...args: AnyRest

      Returns void

    • Alias for emitter.on(eventName, listener).

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol
      • listener: (...args: any[]) => void

      Returns this

      v0.1.26

    • Parameters

      • message: string
      • seconds: number

      Returns Promise<boolean>

    • Parameters

      • message: string
      • seconds: number

      Returns Promise<boolean>

    • Clears all of the bricks for the player. This is a LOCAL change.
      world.bricks will not be updated!

      Returns Promise<boolean>

    • Takes an array of bricks, and deletes them all from this client.

      Parameters

      Returns Promise<boolean>

    • Synchronously calls each of the listeners registered for the event named eventName, in the order they were registered, passing the supplied arguments to each.

      Returns true if the event had listeners, false otherwise.

      import { EventEmitter } from 'node:events';
      const myEmitter = new EventEmitter();

      // First listener
      myEmitter.on('event', function firstListener() {
      console.log('Helloooo! first listener');
      });
      // Second listener
      myEmitter.on('event', function secondListener(arg1, arg2) {
      console.log(`event with parameters ${arg1}, ${arg2} in second listener`);
      });
      // Third listener
      myEmitter.on('event', function thirdListener(...args) {
      const parameters = args.join(', ');
      console.log(`event with parameters ${parameters} in third listener`);
      });

      console.log(myEmitter.listeners('event'));

      myEmitter.emit('event', 1, 2, 3, 4, 5);

      // Prints:
      // [
      // [Function: firstListener],
      // [Function: secondListener],
      // [Function: thirdListener]
      // ]
      // Helloooo! first listener
      // event with parameters 1, 2 in second listener
      // event with parameters 1, 2, 3, 4, 5 in third listener

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol
      • ...args: AnyRest

      Returns boolean

      v0.1.26

    • Equips the tool, if It's not already in the user's inventory it will be added first.
      If you call this on a tool that is already equipped, it will be unequipped.

      Parameters

      Returns Promise<boolean>

    • Returns an array listing the events for which the emitter has registered listeners. The values in the array are strings or Symbols.

      import { EventEmitter } from 'node:events';

      const myEE = new EventEmitter();
      myEE.on('foo', () => {});
      myEE.on('bar', () => {});

      const sym = Symbol('symbol');
      myEE.on(sym, () => {});

      console.log(myEE.eventNames());
      // Prints: [ 'foo', 'bar', Symbol(symbol) ]

      Returns (string | symbol)[]

      v6.0.0

    • Returns an arary of all the players currently blocking this user.

      Returns any[]

    • Returns the current max listener value for the EventEmitter which is either set by emitter.setMaxListeners(n) or defaults to EventEmitter.defaultMaxListeners.

      Returns number

      v1.0.0

    • Grants a badge to the player. Note that the badge must be offsale to be grantable.

      Parameters

      • badgeId: number

      Returns Promise<boolean>

      Game.on("initialSpawn", async(p) => {
      let response = await p.grantBadge(1256)
      console.log("Grant response: ", response)
      })
    • Calls back whenever the player presses a key.

      Parameters

      Returns Disconnectable

      New player.keyPressed and player.keyReleased api allows more functionality

      Game.on("initialSpawn", (player) => {
      player.speedCooldown = false

      player.keypress(async(key) => {
      if (player.speedCooldown) return
      if (key === "shift") {
      player.speedCooldown = true

      player.bottomPrint("Boost activated!", 3)

      player.setSpeed(8)

      await sleep(3000)

      player.setSpeed(4)

      player.bottomPrint("Boost cooldown...", 6)

      setTimeout(() => {
      player.speedCooldown = false
      }, 6000)
      }
      })
      })
    • Kicks the player from the game.

      Parameters

      • message: string

        The kick message

      Returns Promise<void>

    • Returns the number of listeners listening for the event named eventName. If listener is provided, it will return how many times the listener is found in the list of the listeners of the event.

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol

        The name of the event being listened for

      • Optionallistener: Function

        The event handler function

      Returns number

      v3.2.0

    • Returns a copy of the array of listeners for the event named eventName.

      server.on('connection', (stream) => {
      console.log('someone connected!');
      });
      console.log(util.inspect(server.listeners('connection')));
      // Prints: [ [Function] ]

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol

      Returns Function[]

      v0.1.26

    • Takes an array of bricks and loads them to the client locally.

      Parameters

      Returns Promise<boolean>

    • Sends a local message to the player.

      Parameters

      • message: string

        The message

      Returns Promise<boolean>

    • Sends a chat message to everyone, conforming to rate-limit / mute checks, etc.

      Parameters

      • message: string
      • generateTitle: boolean = true

      Returns Promise<boolean>

    • Clones an array of bricks locally to the player's client, returns an array containing the cloned bricks.

      Parameters

      Returns Promise<any[]>

    • Alias for emitter.removeListener().

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol
      • listener: (...args: any[]) => void

      Returns this

      v10.0.0

    • Adds the listener function to the end of the listeners array for the event named eventName. No checks are made to see if the listener has already been added. Multiple calls passing the same combination of eventName and listener will result in the listener being added, and called, multiple times.

      server.on('connection', (stream) => {
      console.log('someone connected!');
      });

      Returns a reference to the EventEmitter, so that calls can be chained.

      By default, event listeners are invoked in the order they are added. The emitter.prependListener() method can be used as an alternative to add the event listener to the beginning of the listeners array.

      import { EventEmitter } from 'node:events';
      const myEE = new EventEmitter();
      myEE.on('foo', () => console.log('a'));
      myEE.prependListener('foo', () => console.log('b'));
      myEE.emit('foo');
      // Prints:
      // b
      // a

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol

        The name of the event.

      • listener: (...args: any[]) => void

        The callback function

      Returns this

      v0.1.101

    • Adds a one-time listener function for the event named eventName. The next time eventName is triggered, this listener is removed and then invoked.

      server.once('connection', (stream) => {
      console.log('Ah, we have our first user!');
      });

      Returns a reference to the EventEmitter, so that calls can be chained.

      By default, event listeners are invoked in the order they are added. The emitter.prependOnceListener() method can be used as an alternative to add the event listener to the beginning of the listeners array.

      import { EventEmitter } from 'node:events';
      const myEE = new EventEmitter();
      myEE.once('foo', () => console.log('a'));
      myEE.prependOnceListener('foo', () => console.log('b'));
      myEE.emit('foo');
      // Prints:
      // b
      // a

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol

        The name of the event.

      • listener: (...args: any[]) => void

        The callback function

      Returns this

      v0.3.0

    • Returns true or false if the player owns a specified assetId.

      Parameters

      • assetId: number

      Returns Promise<boolean>

      Game.on("initialSpawn", async(p) => {
      let ownsAsset = await p.ownsAsset(106530)
      console.log("Player owns asset: ", ownsAsset)
      })
    • Returns true or false if the player owns a specified badgeId.

      Parameters

      • badgeId: number

      Returns Promise<boolean>

      Game.on("initialSpawn", async(p) => {
      let ownsBadge = await p.ownsBadge(1256)
      console.log("Player owns badge: ", ownsBadge)
      })
    • Adds the listener function to the beginning of the listeners array for the event named eventName. No checks are made to see if the listener has already been added. Multiple calls passing the same combination of eventName and listener will result in the listener being added, and called, multiple times.

      server.prependListener('connection', (stream) => {
      console.log('someone connected!');
      });

      Returns a reference to the EventEmitter, so that calls can be chained.

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol

        The name of the event.

      • listener: (...args: any[]) => void

        The callback function

      Returns this

      v6.0.0

    • Adds a one-timelistener function for the event named eventName to the beginning of the listeners array. The next time eventName is triggered, this listener is removed, and then invoked.

      server.prependOnceListener('connection', (stream) => {
      console.log('Ah, we have our first user!');
      });

      Returns a reference to the EventEmitter, so that calls can be chained.

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol

        The name of the event.

      • listener: (...args: any[]) => void

        The callback function

      Returns this

      v6.0.0

    • Prompts a confirm window on the player's client.

      Parameters

      • message: string

      Returns Promise<boolean>

    • Returns a copy of the array of listeners for the event named eventName, including any wrappers (such as those created by .once()).

      import { EventEmitter } from 'node:events';
      const emitter = new EventEmitter();
      emitter.once('log', () => console.log('log once'));

      // Returns a new Array with a function `onceWrapper` which has a property
      // `listener` which contains the original listener bound above
      const listeners = emitter.rawListeners('log');
      const logFnWrapper = listeners[0];

      // Logs "log once" to the console and does not unbind the `once` event
      logFnWrapper.listener();

      // Logs "log once" to the console and removes the listener
      logFnWrapper();

      emitter.on('log', () => console.log('log persistently'));
      // Will return a new Array with a single function bound by `.on()` above
      const newListeners = emitter.rawListeners('log');

      // Logs "log persistently" twice
      newListeners[0]();
      emitter.emit('log');

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol

      Returns Function[]

      v9.4.0

    • Removes all listeners, or those of the specified eventName.

      It is bad practice to remove listeners added elsewhere in the code, particularly when the EventEmitter instance was created by some other component or module (e.g. sockets or file streams).

      Returns a reference to the EventEmitter, so that calls can be chained.

      Parameters

      • OptionaleventName: string | symbol

      Returns this

      v0.1.26

    • Removes the specified listener from the listener array for the event named eventName.

      const callback = (stream) => {
      console.log('someone connected!');
      };
      server.on('connection', callback);
      // ...
      server.removeListener('connection', callback);

      removeListener() will remove, at most, one instance of a listener from the listener array. If any single listener has been added multiple times to the listener array for the specified eventName, then removeListener() must be called multiple times to remove each instance.

      Once an event is emitted, all listeners attached to it at the time of emitting are called in order. This implies that any removeListener() or removeAllListeners() calls after emitting and before the last listener finishes execution will not remove them fromemit() in progress. Subsequent events behave as expected.

      import { EventEmitter } from 'node:events';
      class MyEmitter extends EventEmitter {}
      const myEmitter = new MyEmitter();

      const callbackA = () => {
      console.log('A');
      myEmitter.removeListener('event', callbackB);
      };

      const callbackB = () => {
      console.log('B');
      };

      myEmitter.on('event', callbackA);

      myEmitter.on('event', callbackB);

      // callbackA removes listener callbackB but it will still be called.
      // Internal listener array at time of emit [callbackA, callbackB]
      myEmitter.emit('event');
      // Prints:
      // A
      // B

      // callbackB is now removed.
      // Internal listener array [callbackA]
      myEmitter.emit('event');
      // Prints:
      // A

      Because listeners are managed using an internal array, calling this will change the position indices of any listener registered after the listener being removed. This will not impact the order in which listeners are called, but it means that any copies of the listener array as returned by the emitter.listeners() method will need to be recreated.

      When a single function has been added as a handler multiple times for a single event (as in the example below), removeListener() will remove the most recently added instance. In the example the once('ping') listener is removed:

      import { EventEmitter } from 'node:events';
      const ee = new EventEmitter();

      function pong() {
      console.log('pong');
      }

      ee.on('ping', pong);
      ee.once('ping', pong);
      ee.removeListener('ping', pong);

      ee.emit('ping');
      ee.emit('ping');

      Returns a reference to the EventEmitter, so that calls can be chained.

      Type Parameters

      • K

      Parameters

      • eventName: string | symbol
      • listener: (...args: any[]) => void

      Returns this

      v0.1.26

    • Unequips the tool (if equipped), and removes it from player's inventory.

      Parameters

      Returns Promise<boolean>

    • Sets the appearance of the player.
      If a userId isn't specified, it will default to the player's userId.

      Error handling is highly recommended as this function makes a HTTP request.

      Parameters

      • userId: number

      Returns Promise<any[]>

    • Parameters

      • distance: number

      Returns Promise<boolean>

    • Parameters

      • fov: number

      Returns Promise<boolean>

    • Functionally the same to Game.setEnvironment, but sets the environment only for one player.

      Parameters

      Returns Promise<boolean[]>

      Game.on("playerJoin", (p) => {
      p.setEnvironment( {skyColor: "6ff542"} )
    • Parameters

      • gravityValue: number

      Returns Promise<boolean>

    • Sets the players health. If the health provided is larger than maxHealth, maxHealth will automatically be
      set to the new health value.

      Parameters

      • health: number

      Returns Promise<boolean | any[]>

    • Identical to setInterval, but will be cleared after the player is destroyed. Use this if you want to attach loops to players, but don't want to worry about clearing them.

      Parameters

      • callback: () => void

        The callback function.

      • delay: number

        The delay in milliseconds.

      Returns Timeout

    • Parameters

      • power: number

      Returns Promise<boolean>

    • By default EventEmitters will print a warning if more than 10 listeners are added for a particular event. This is a useful default that helps finding memory leaks. The emitter.setMaxListeners() method allows the limit to be modified for this specific EventEmitter instance. The value can be set to Infinity (or 0) to indicate an unlimited number of listeners.

      Returns a reference to the EventEmitter, so that calls can be chained.

      Parameters

      • n: number

      Returns this

      v0.3.5

    • Parameters

      • score: number

      Returns Promise<boolean>

    • Parameters

      • speech: string = ""

      Returns Promise<boolean>

    • Parameters

      • speedValue: number

      Returns Promise<boolean>

    • Parameters

      • message: string
      • seconds: number

      Returns Promise<boolean>

    • Unequips the tool from the player, but does not remove it from their inventory.

      Parameters

      Returns Promise<boolean>

    • Experimental

      Listens once to the abort event on the provided signal.

      Listening to the abort event on abort signals is unsafe and may lead to resource leaks since another third party with the signal can call e.stopImmediatePropagation(). Unfortunately Node.js cannot change this since it would violate the web standard. Additionally, the original API makes it easy to forget to remove listeners.

      This API allows safely using AbortSignals in Node.js APIs by solving these two issues by listening to the event such that stopImmediatePropagation does not prevent the listener from running.

      Returns a disposable so that it may be unsubscribed from more easily.

      import { addAbortListener } from 'node:events';

      function example(signal) {
      let disposable;
      try {
      signal.addEventListener('abort', (e) => e.stopImmediatePropagation());
      disposable = addAbortListener(signal, (e) => {
      // Do something when signal is aborted.
      });
      } finally {
      disposable?.[Symbol.dispose]();
      }
      }

      Parameters

      • signal: AbortSignal
      • resource: (event: Event) => void

      Returns Disposable

      Disposable that removes the abort listener.

      v20.5.0

    • Returns a copy of the array of listeners for the event named eventName.

      For EventEmitters this behaves exactly the same as calling .listeners on the emitter.

      For EventTargets this is the only way to get the event listeners for the event target. This is useful for debugging and diagnostic purposes.

      import { getEventListeners, EventEmitter } from 'node:events';

      {
      const ee = new EventEmitter();
      const listener = () => console.log('Events are fun');
      ee.on('foo', listener);
      console.log(getEventListeners(ee, 'foo')); // [ [Function: listener] ]
      }
      {
      const et = new EventTarget();
      const listener = () => console.log('Events are fun');
      et.addEventListener('foo', listener);
      console.log(getEventListeners(et, 'foo')); // [ [Function: listener] ]
      }

      Parameters

      • emitter: EventEmitter<DefaultEventMap> | EventTarget
      • name: string | symbol

      Returns Function[]

      v15.2.0, v14.17.0

    • Returns the currently set max amount of listeners.

      For EventEmitters this behaves exactly the same as calling .getMaxListeners on the emitter.

      For EventTargets this is the only way to get the max event listeners for the event target. If the number of event handlers on a single EventTarget exceeds the max set, the EventTarget will print a warning.

      import { getMaxListeners, setMaxListeners, EventEmitter } from 'node:events';

      {
      const ee = new EventEmitter();
      console.log(getMaxListeners(ee)); // 10
      setMaxListeners(11, ee);
      console.log(getMaxListeners(ee)); // 11
      }
      {
      const et = new EventTarget();
      console.log(getMaxListeners(et)); // 10
      setMaxListeners(11, et);
      console.log(getMaxListeners(et)); // 11
      }

      Parameters

      • emitter: EventEmitter<DefaultEventMap> | EventTarget

      Returns number

      v19.9.0

    • A class method that returns the number of listeners for the given eventName registered on the given emitter.

      import { EventEmitter, listenerCount } from 'node:events';

      const myEmitter = new EventEmitter();
      myEmitter.on('event', () => {});
      myEmitter.on('event', () => {});
      console.log(listenerCount(myEmitter, 'event'));
      // Prints: 2

      Parameters

      • emitter: EventEmitter

        The emitter to query

      • eventName: string | symbol

        The event name

      Returns number

      v0.9.12

      Since v3.2.0 - Use listenerCount instead.

    • import { on, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ee = new EventEmitter();

      // Emit later on
      process.nextTick(() => {
      ee.emit('foo', 'bar');
      ee.emit('foo', 42);
      });

      for await (const event of on(ee, 'foo')) {
      // The execution of this inner block is synchronous and it
      // processes one event at a time (even with await). Do not use
      // if concurrent execution is required.
      console.log(event); // prints ['bar'] [42]
      }
      // Unreachable here

      Returns an AsyncIterator that iterates eventName events. It will throw if the EventEmitter emits 'error'. It removes all listeners when exiting the loop. The value returned by each iteration is an array composed of the emitted event arguments.

      An AbortSignal can be used to cancel waiting on events:

      import { on, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ac = new AbortController();

      (async () => {
      const ee = new EventEmitter();

      // Emit later on
      process.nextTick(() => {
      ee.emit('foo', 'bar');
      ee.emit('foo', 42);
      });

      for await (const event of on(ee, 'foo', { signal: ac.signal })) {
      // The execution of this inner block is synchronous and it
      // processes one event at a time (even with await). Do not use
      // if concurrent execution is required.
      console.log(event); // prints ['bar'] [42]
      }
      // Unreachable here
      })();

      process.nextTick(() => ac.abort());

      Use the close option to specify an array of event names that will end the iteration:

      import { on, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ee = new EventEmitter();

      // Emit later on
      process.nextTick(() => {
      ee.emit('foo', 'bar');
      ee.emit('foo', 42);
      ee.emit('close');
      });

      for await (const event of on(ee, 'foo', { close: ['close'] })) {
      console.log(event); // prints ['bar'] [42]
      }
      // the loop will exit after 'close' is emitted
      console.log('done'); // prints 'done'

      Parameters

      • emitter: EventEmitter
      • eventName: string | symbol
      • Optionaloptions: StaticEventEmitterIteratorOptions

      Returns AsyncIterator<any[]>

      An AsyncIterator that iterates eventName events emitted by the emitter

      v13.6.0, v12.16.0

    • import { on, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ee = new EventEmitter();

      // Emit later on
      process.nextTick(() => {
      ee.emit('foo', 'bar');
      ee.emit('foo', 42);
      });

      for await (const event of on(ee, 'foo')) {
      // The execution of this inner block is synchronous and it
      // processes one event at a time (even with await). Do not use
      // if concurrent execution is required.
      console.log(event); // prints ['bar'] [42]
      }
      // Unreachable here

      Returns an AsyncIterator that iterates eventName events. It will throw if the EventEmitter emits 'error'. It removes all listeners when exiting the loop. The value returned by each iteration is an array composed of the emitted event arguments.

      An AbortSignal can be used to cancel waiting on events:

      import { on, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ac = new AbortController();

      (async () => {
      const ee = new EventEmitter();

      // Emit later on
      process.nextTick(() => {
      ee.emit('foo', 'bar');
      ee.emit('foo', 42);
      });

      for await (const event of on(ee, 'foo', { signal: ac.signal })) {
      // The execution of this inner block is synchronous and it
      // processes one event at a time (even with await). Do not use
      // if concurrent execution is required.
      console.log(event); // prints ['bar'] [42]
      }
      // Unreachable here
      })();

      process.nextTick(() => ac.abort());

      Use the close option to specify an array of event names that will end the iteration:

      import { on, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ee = new EventEmitter();

      // Emit later on
      process.nextTick(() => {
      ee.emit('foo', 'bar');
      ee.emit('foo', 42);
      ee.emit('close');
      });

      for await (const event of on(ee, 'foo', { close: ['close'] })) {
      console.log(event); // prints ['bar'] [42]
      }
      // the loop will exit after 'close' is emitted
      console.log('done'); // prints 'done'

      Parameters

      • emitter: EventTarget
      • eventName: string
      • Optionaloptions: StaticEventEmitterIteratorOptions

      Returns AsyncIterator<any[]>

      An AsyncIterator that iterates eventName events emitted by the emitter

      v13.6.0, v12.16.0

    • Creates a Promise that is fulfilled when the EventEmitter emits the given event or that is rejected if the EventEmitter emits 'error' while waiting. The Promise will resolve with an array of all the arguments emitted to the given event.

      This method is intentionally generic and works with the web platform EventTarget interface, which has no special'error' event semantics and does not listen to the 'error' event.

      import { once, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ee = new EventEmitter();

      process.nextTick(() => {
      ee.emit('myevent', 42);
      });

      const [value] = await once(ee, 'myevent');
      console.log(value);

      const err = new Error('kaboom');
      process.nextTick(() => {
      ee.emit('error', err);
      });

      try {
      await once(ee, 'myevent');
      } catch (err) {
      console.error('error happened', err);
      }

      The special handling of the 'error' event is only used when events.once() is used to wait for another event. If events.once() is used to wait for the 'error' event itself, then it is treated as any other kind of event without special handling:

      import { EventEmitter, once } from 'node:events';

      const ee = new EventEmitter();

      once(ee, 'error')
      .then(([err]) => console.log('ok', err.message))
      .catch((err) => console.error('error', err.message));

      ee.emit('error', new Error('boom'));

      // Prints: ok boom

      An AbortSignal can be used to cancel waiting for the event:

      import { EventEmitter, once } from 'node:events';

      const ee = new EventEmitter();
      const ac = new AbortController();

      async function foo(emitter, event, signal) {
      try {
      await once(emitter, event, { signal });
      console.log('event emitted!');
      } catch (error) {
      if (error.name === 'AbortError') {
      console.error('Waiting for the event was canceled!');
      } else {
      console.error('There was an error', error.message);
      }
      }
      }

      foo(ee, 'foo', ac.signal);
      ac.abort(); // Abort waiting for the event
      ee.emit('foo'); // Prints: Waiting for the event was canceled!

      Parameters

      • emitter: EventEmitter
      • eventName: string | symbol
      • Optionaloptions: StaticEventEmitterOptions

      Returns Promise<any[]>

      v11.13.0, v10.16.0

    • Creates a Promise that is fulfilled when the EventEmitter emits the given event or that is rejected if the EventEmitter emits 'error' while waiting. The Promise will resolve with an array of all the arguments emitted to the given event.

      This method is intentionally generic and works with the web platform EventTarget interface, which has no special'error' event semantics and does not listen to the 'error' event.

      import { once, EventEmitter } from 'node:events';
      import process from 'node:process';

      const ee = new EventEmitter();

      process.nextTick(() => {
      ee.emit('myevent', 42);
      });

      const [value] = await once(ee, 'myevent');
      console.log(value);

      const err = new Error('kaboom');
      process.nextTick(() => {
      ee.emit('error', err);
      });

      try {
      await once(ee, 'myevent');
      } catch (err) {
      console.error('error happened', err);
      }

      The special handling of the 'error' event is only used when events.once() is used to wait for another event. If events.once() is used to wait for the 'error' event itself, then it is treated as any other kind of event without special handling:

      import { EventEmitter, once } from 'node:events';

      const ee = new EventEmitter();

      once(ee, 'error')
      .then(([err]) => console.log('ok', err.message))
      .catch((err) => console.error('error', err.message));

      ee.emit('error', new Error('boom'));

      // Prints: ok boom

      An AbortSignal can be used to cancel waiting for the event:

      import { EventEmitter, once } from 'node:events';

      const ee = new EventEmitter();
      const ac = new AbortController();

      async function foo(emitter, event, signal) {
      try {
      await once(emitter, event, { signal });
      console.log('event emitted!');
      } catch (error) {
      if (error.name === 'AbortError') {
      console.error('Waiting for the event was canceled!');
      } else {
      console.error('There was an error', error.message);
      }
      }
      }

      foo(ee, 'foo', ac.signal);
      ac.abort(); // Abort waiting for the event
      ee.emit('foo'); // Prints: Waiting for the event was canceled!

      Parameters

      • emitter: EventTarget
      • eventName: string
      • Optionaloptions: StaticEventEmitterOptions

      Returns Promise<any[]>

      v11.13.0, v10.16.0

    • import { setMaxListeners, EventEmitter } from 'node:events';

      const target = new EventTarget();
      const emitter = new EventEmitter();

      setMaxListeners(5, target, emitter);

      Parameters

      • Optionaln: number

        A non-negative number. The maximum number of listeners per EventTarget event.

      • ...eventTargets: (EventEmitter<DefaultEventMap> | EventTarget)[]

        Zero or more {EventTarget} or {EventEmitter} instances. If none are specified, n is set as the default max for all newly created {EventTarget} and {EventEmitter} objects.

      Returns void

      v15.4.0

    Events

    avatarLoaded: AvatarLoaded = PlayerEvents.AvatarLoaded

    Fires whenever a player's outfit loads.

    Game.on("playerJoin", (player) => {
    player.on("avatarLoaded", () => {
    // The outfit is now loaded.
    })
    })
    chatted: Chatted = PlayerEvents.Chatted

    Fires whenever the player chats. Functionality-wise this behaves like Game.on("chatted").

    Message

    Game.on("playerJoin", (player) => {
    player.on("chatted", (message) => {
    // The player chatted.
    })
    })
    died: Died = PlayerEvents.Died

    Fires whenever a player dies (health set to 0).

    Game.on("playerJoin", (player) => {
    * player.on("died", () => {
    * player.kick("This is a hardcore server.")
    * })
    * })
    *
    initialSpawn: InitialSpawn = PlayerEvents.InitialSpawn

    Fires once when the player fully loads. (camera settings, map loads, players downloaded, etc).

    Game.on("playerJoin", (player) => {
    * player.on("initialSpawn", () => {
    * player.prompt("Hello there!")
    * })
    * })
    *
    moved: Moved = PlayerEvents.Moved

    Fires whenever this player moves.

    The new position of the player

    The new rotation of the player

    player.on("moved", (newPosition, newRotation)=>{
    console.log(`${player.username} moved to ${newPosition.x}, ${newPosition.y}, ${newPosition.z}`)
    respawn: Respawn = PlayerEvents.Respawn

    Fires whenever a player spawns (respawn() is called.)

    Game.on("playerJoin", (player) => {
    player.on("respawn", () => {
    player.setHealth(1000)
    })
    })