A roblox-ts package for Sleitnick's Knit framework.
Knit must be imported differently on the server and client.
On the server-side, you should use:
import { KnitServer as Knit } from "@rbxts/knit";
// Use Knit
On the client-side, you should use:
import { KnitClient as Knit } from "@rbxts/knit";
// Use Knit
You can register a service like this:
declare global {
interface KnitServices {
MyService: typeof MyService;
}
}
Or for a controller:
declare global {
interface KnitControllers {
MyController: typeof MyController;
}
}
You must describe your service as a single object with fields, events, methods, etc. all together. Full example below.
As a workaround, you can access your service directly via Knit.Services
.
i.e. Knit.Services.MyService.FooBar()
Components should defined using implements Component.ComponentClass
. Here's an example:
import { Component, Maid } from "@rbxts/knit";
class Lava implements Component.ComponentClass {
public static Tag = "Lava";
private maid = new Maid();
constructor(instance: Instance) {
assert(instance.IsA("BasePart"));
this.maid.GiveTask(
instance.Touched.Connect((otherPart) =>
otherPart.Parent?.FindFirstChildOfClass("Humanoid")?.TakeDamage(100),
),
);
}
public Destroy() {
this.maid.Destroy();
}
}
export = Lava;
PointsService.ts
import { KnitServer as Knit, Signal, RemoteProperty, RemoteSignal } from "@rbxts/knit";
import { Players } from "@rbxts/services";
declare global {
interface KnitServices {
PointsService: typeof PointsService;
}
}
const PointsService = Knit.CreateService({
Name: "PointsService",
// Server-exposed signals/fields:
PointsPerPlayer: new Map<Player, number>(),
PointsChanged: new Signal<(player: Player, points: number) => void>(),
Client: {
// Client exposed signals:
PointsChanged: new RemoteSignal<(points: number) => void>(),
GiveMePoints: new RemoteSignal<() => void>(),
// Client exposed properties:
MostPoints: new RemoteProperty(0),
// Client exposed GetPoints method:
GetPoints(player: Player) {
return Knit.Services.PointsService.GetPoints(player);
},
},
// Add Points:
AddPoints(player: Player, amount: number) {
let points = this.GetPoints(player);
points += amount;
this.PointsPerPlayer.set(player, points);
if (amount !== 0) {
this.PointsChanged.Fire(player, points);
this.Client.PointsChanged.Fire(player, points);
}
if (points > this.Client.MostPoints.Get()) {
this.Client.MostPoints.Set(points);
}
},
// Get Points:
GetPoints(player: Player) {
const points = this.PointsPerPlayer.get(player);
return points ?? 0;
},
// Initialize
KnitInit() {
const rng = new Random();
this.Client.GiveMePoints.Connect(player => {
const points = rng.NextInteger(0, 10);
this.AddPoints(player, points);
print(`Gave ${player.Name} ${points} points`);
});
Players.PlayerRemoving.Connect(player => this.PointsPerPlayer.delete(player));
},
});
export = PointsService;
test.client.ts
import { KnitClient as Knit } from "@rbxts/knit";
const PointsService = Knit.GetService("PointsService");
function PointsChanged(points: number) {
print("My points:", points);
}
// Get points and listen for changes:
const initialPoints = PointsService.GetPoints();
PointsChanged(initialPoints);
PointsService.PointsChanged.Connect(PointsChanged);
// Ask server to give points randomly:
PointsService.GiveMePoints.Fire();
// Grab MostPoints value:
let mostPoints = PointsService.MostPoints.Get();
// Keep MostPoints value updated:
PointsService.MostPoints.Changed.Connect(newMostPoints => {
mostPoints = newMostPoints;
});
// Advanced example, using promises to get points:
PointsService.GetPointsPromise().then(points => {
print("Got points:", points);
});
This repository provides VSCode snippets for constructing Services, Controllers, and Components.
Simply copy this file into .vscode/knit.code-snippets
.