API Reference
Rune methods for writing multiplayer games. The SDK is split into two parts:
- Game logic, this code needs to be located in a file called
logic.js
- UI integration, that can live anywhere, but the docs will refer to
client.js
Game logic
Rune.initLogic(options)
The initLogic
function should be called directly at the top level of your logic.js
file. This should contain all logic required to control your game state and handle player life cycle events. All options except events
are required. Example:
// logic.js
Rune.initLogic({
minPlayers: 1,
maxPlayers: 4,
setup: (allPlayerIds) => {
const scores = {}
for (let playerId of allPlayerIds) {
scores[playerId] = 0
}
return { scores, currentPlayerIndex: 0, currentPlayerStartedAt: 0 }
},
actions: {
myAction: (payload, { game, playerId, allPlayerIds }) => {
// Check it's not the other player's turn
if (game.currentPlayer !== allPlayerIds[game.currentPlayerIndex]) {
throw Rune.invalidAction()
}
// Increase score and switch turn
game.scores[playerId]++
//Switch turn
game.currentPlayerIndex = (game.currentPlayerIndex + 1) % allPlayerIds.length;
game.currentPlayerStartedAt = Rune.gameTimeInSeconds();
// Determine if game has ended
if (isVictoryOrDraw(game)) {
Rune.gameOver()
}
},
},
events: {
playerJoined: (playerId, { game }) => {
game.scores[playerId] = 0
},
playerLeft: (playerId, { game }) => {
delete game.scores[playerId]
},
},
update: ({ game, allPlayerIds }) => {
//If 30 seconds have passed since last player scored, switch player
if (Rune.gameTimeInSeconds() - game.lastPlayerScoredAt > 30) {
game.currentPlayerIndex = (game.currentPlayerIndex + 1) % allPlayerIds.length;
game.currentPlayerStartedAt = Rune.gameTimeInSeconds();
}
},
updatesPerSecond: 10,
inputDelay: 30,
})
minPlayers: number
A value between 1-4 of the minmum amount of players that is required to play the game. See Joining and Leaving.
maxPlayers: number
A value between 1-4, must be equal to or greater than minPlayers
. If the value is lower than 4, other users may join the game as spectators. See Joining and Leaving.
setup(allPlayerIds: string[]): any
The setup
function returns the initial values for the game state, which is the game information that’s synced across players. The function gets the allPlayerIds
argument which is an array of the player IDs at the time of starting the game and must return the initial game state.
actions: { [string]: (payload, { game: object, playerId: string, allPlayerIds: string[] }) => void}
The actions
option is an object with actions functions exposed to the UI integration layer, called with Rune.actions.myAction(payload)
. The functions are responsible for validating the action, mutating the game
state and end the game when appropriate.
events: { playerJoined? | playerLeft?: (playerId: string, { game: any, allPlayerIds: string[] }) => void }
optional
By default a game will end if a player leaves (see Joining and Leaving), but by defining the playerJoined
/playerLeft
events you can Support Players Joining Midgame.
update({game: object, allPlayerIds: string[]}) => void
optional
Function that is executed every second. See Using Time in your Game.
updatesPerSecond?: number
How many times update
function should be executed per second. Allowed values 1-30. Default 1. See Real time games.
inputDelay?: number
How many milliseconds user action is delayed before notifying client. Allowed values 0-250. Default value 25.
Rune.invalidAction()
Whenever a player tries to do an action that is not allowed, the action handler should reject it by calling throw Rune.invalidAction()
which will cancel the action and roll back any local optimistic updates.
This is completely safe to do and can be used throughout your game. For instance, it is used in the Tic Tac Toe example to ensure that players only can make a move when it is their turn.
// logic.js
Rune.initLogic({
actions: {
myAction: (payload, { game, playerId }) => {
if (!isValidAction(payload)) {
throw Rune.invalidAction()
}
},
},
})
Rune.gameOver(options)
When the game has ended, the action handler should call Rune.gameOver
. Your game doesn't need to show a "game over" screen. Rune overlays a standardized game over popup to the user. See more in the Game Over guide.
// logic.js
Rune.initLogic({
actions: {
myAction: (payload, { game }) => {
if (isGameOver(game)) {
const winner = getWinner(game)
const loser = getLoser(game)
Rune.gameOver({
players: {
[winner.playerId]: "WON",
[loser.playerId]: "LOST",
},
delayPopUp: true,
})
}
},
},
})
players: Record<string, "WON" | "LOST" | number>
players
is an object with player IDs as keys and the game result as values. The game result for each player can be either WON
/LOST
or an integer score (higher is better) score. Mixing WON
/LOST
and scores at the same time is not allowed. All players present in the game at the moment the game ends must be mentioned in the players
object.
delayPopUp?: boolean
Optional. Set to true
if you want to instruct Rune to delay showing of the game over popup until you call Rune.showGameOverPopUp()
.
Rune.gameTime()
Returns the amount of milliseconds that have passed since the start of the game. See Using Time in your Game.
Client
Rune.initClient(options)
The initClient
function should be called after your game is fully ready, but should not start the actual gameplay until onChange
is called.
// client.js
Rune.initClient({
onChange: ({
game,
previousGame,
futureGame,
yourPlayerId,
players,
action,
event,
rollbacks,
}) => {
render(game)
},
})
onChange: () => void
game: object
This argument is the current game state. Your onChange()
function should update the UI to reflect its values.
previousGame: object
This argument is the previous game state. Usually this can be ignored, but it's useful if your game needs to detect changes of certain values.
futureGame?: object
This argument is the predicted future game state. This value is only available if game uses update
function. Used in cases game wants to do interpolations. See Reducing stutter.
yourPlayerId?: string
Your player id, if the current user is a spectator this argument is undefined.
players: Record<string, { playerId: string, displayName: string, avatarUrl: string }>
The players
argument is an object of the current players, useful to display their names and avatars in the game.
Do not rely on players
argument for determining player order, instead use setup
and events.playerJoined/playerLeft
callbacks in logic.js
.
action?: { name: string, playerId: string, params: any }
If the update was triggered from a Rune.actions.*
call, this argument will contain info about it, such as the payload and who initiated. Usually this should be ignored and rely on game
instead.
event?: { name: string, params: any }
Possible events: playerJoined
, playerLeft
, stateSync
, update
, timeSync
.
Rune.actions.*(payload)
All functions passed in the actions
object in Rune.initLogic()
will be exposed to the client via Rune.actions.myActionName
. This is the only way game state may be updated to make sure it's propagated to every player. You may call it with one argument of any type, but usually an object is recommended.
// client.js
button.onClick = () => {
Rune.actions.markCell({
myId: "button",
})
}
Rune.showGameOverPopUp()
If you set delayPopUp
to true
in Rune.gameOver()
, you should call this function in your client.js
to show the game over popup.
Rune.showInvitePlayers()
Opens invite modal inside the Rune app. Useful if you want to incentivize players to invite their friends.
Rune.gameTime()
Returns the amount of milliseconds that have passed since the start of the game. See Using Time in your Game.
Rune.timeSinceLastUpdate()
Returns the amount of milliseconds that have passed since the last update
call. Can be used to smoothly render timers or interpolate between two positions.
Rune.msPerUpdate
Number of milliseconds indicating how often update
function is called. Only available if game uses updates.
Rune.interpolator()
Returns an instance of interpolator. See Reducing Stutter
Rune.interpolatorLatency()
Returns an instance of interpolator. See Reducing stutter.