Traditional video games work by creating a game loop with code that repeats 30-60 times per second. This type of games has a clear start and end, and usually only one player. It works by checking all conditions — is a player touching an enemy? Collecting a coin? — every single loop. This can create a lot of repeated computations, and eventually slow down a game. Multiplayer online games have information coming from multiple sources, players connecting at different times, and need to pass that information back and forth over everyone’s internet connections. Putting all code on a game loop would not be feasible here, so instead these games tend to rely more on events, which are a smaller subset of expected behavior that the engine is watching for. You can connect functions to these events, so that they are called whenever one happens.
Another way to avoid creating long procedures that can tie the computer up at different steps is to use multiple threads. This is a way of setting up a sequence of code that starts executes, but allows the rest of the game code to continue working without waiting for it to finish. We won’t cover multithreaded program design in this course, but you can see some examples of how it works on the Core API Examples page.
Using Events in Core
Each CoreObject has its own set of Events that represent behaviors that you might want to respond to in a script. Each event has a Return Type. This will be information that you can use in your code, as an input to your function. For example, all of the Player events return a Player first. You can use this to get a reference to the player involved in the event.
EventName:Connect(functionName)function to connect it to the event.
Example using the Game.playerJoinedEvent :
Code language: Lua (lua)
function greetPlayersAsTheyJoin(player) print("Hello, " .. player.name .. "!") end Game.playerJoinedEvent:Connect(greetPlayersAsTheyJoin)
Since you will never actually call the function you make yourself (that’s the events job), the only thing its name does is allow you to connect it to the event.
You can combine these into one step by defining an anonymous function inside the argument of the
Code language: Lua (lua)
Game.playerJoinedEvent:Connect(function (player) print("Hello, " .. player.name .. "!")end)
You can also create your own events, that fire when specific conditions are met, using the
Event.Broadcast("YourEventName") function. This can allow you to trigger code that is on separate scripts that is waiting for an event.
To check if those conditions are met, however, you will most likely need a repeating game loop.
Tick() function does allow you to have code that executes 60 times per second! You can use this, coupled with an
if statement, to broadcast an event.