Optional
data: anyOptional
func: FunctionOptional
cancelFunc: FunctionOptional
deathHow much time before an entity despawns (in ms)
Numerical type of the entity.
Decreases velocity when touching blocks
Gets object that stores data, personalized per plugin. Returns null if plugin does not exist.
Shortcut for: entity.pluginData[pluginName];
Gets object that stores data, personalized per plugin. Returns null if plugin does not exist.
Shortcut for: entity.pluginData[pluginName];
Gets all entities nearby (within entity.viewDistance)
Gets all entities nearby (within entity.viewDistance)
Gets all nearby players regardless of what client thinks
Gets all nearby players regardless of what client thinks
Optional
radius: numberGets every player other than self (all players if entity is not a player)
Gets every player other than self (all players if entity is not a player)
Get every other entity other than self Should not be used repeatedly as it is a slow operation
Get every other entity other than self Should not be used repeatedly as it is a slow operation
Gravity of entity (non-players) to calculate physics.
Pitch of entity's head
How many half-hearts an entity has of health (e.g. Player has 20). Not really used for objects, only players and mobs.
ID of entity on server
Optional
itemIf a block drop, what item damage
Optional
itemIf a block drop, what item id
Metadata for the entity (not like block metadata/damage). Contains stuff like NBT.
Optional
nameSub-category of entity. For mobs, this is which mob (Zombie/Skeleton, etc). For objects, this is which object (Arrow/Dropped item, etc)
List of entities that the entity believes is nearby.
Gets all nearby players that client can see
Gets all nearby players that client can see
Optional
radius: numberOptional
pickupHow long before an entity can be picked up (in ms)
Pitch of entity (rotation sideways)
Current position (currently in fixed position (x32 what you'd expect) so do entity.position.scaled(1/32) to get normal position)
Used to calculate collisions for server-side entities
sound: Sound to play (default is game.player.hurt)
sound: Sound to play (default is game.player.hurt)
Optional
animation?: booleanOptional
damage?: numberOptional
maxOptional
sound?: stringOptional
velocity?: anyOnly applies to gravity, really. You can still apply a velocity larger than terminal velocity.
Either "player", "mob", or "object" (currently)
How far away entities are loaded/unloaded (used for players ATM)
World object entity is in
Yaw of entity (rotation looking up and down)
Optional
[captureSynchronously calls each of the listeners registered for the event namedeventName
, 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
Rest
...args: any[]v0.1.26
Returns an array listing the events for which the emitter has registered
listeners. The values in the array are strings or Symbol
s.
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) ]
v6.0.0
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.
The name of the event being listened for
Optional
listener: FunctionThe event handler function
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] ]
v0.1.26
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. Theemitter.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
The name of the event.
The callback function
Rest
...args: any[]v0.1.101
Adds a one-timelistener
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. Theemitter.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
The name of the event.
The callback function
Rest
...args: any[]v0.3.0
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.
The name of the event.
The callback function
Rest
...args: any[]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.
The name of the event.
The callback function
Rest
...args: any[]v6.0.0
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');
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.
Optional
event: string | symbolv0.1.26
Removes the specified listener
from the listener array for the event namedeventName
.
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 anyremoveListener()
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.
Rest
...args: any[]v0.1.26
By default EventEmitter
s 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 toInfinity
(or 0
) to indicate an unlimited number of listeners.
Returns a reference to the EventEmitter
, so that calls can be chained.
v0.3.5
Generated using TypeDoc
When an entity was born. Used with pickupTime and deathTime (time in epoch)