Use the GoDice JavaScript API to integrate GoDice functionality into your own JavaScript applications.
Here are some of the things that you can do with the GoDice JavaScript API:
To run the demo (that use the API) just open the index.html file in Chrome or Microsoft Edge browser
Create a web page and include the GoDice JavaScript API file (godice.js):
In your main JavaScript file create a new instance of the GoDice class: goDice = new GoDice();
To open the Bluetooth connection dialog and connect to your GoDice, call the following funtion: goDice.requestDevice();
After successfull connection the function onDiceConnected will be called from the GoDice class
There are few types of API calls:
Once you followed the "Getting Started" section and you have the goDice instance ready you can call to the following class functions:
/**
* Turn On/Off RGB LEDs (the LEDs will turn off if both led1 and led2 are null or set to [0,0,0])
* @param {Array} led1 - an array to control the 1st LED in the following format '[R,G,B]'
* where R,G and B are numbers in the range of 0-255
* @param {Array} led2 - an array to control the 2nd LED in the following format '[R,G,B]'
* where R,G and B are numbers in the range of 0-255
*/
setLed(led1, led2);
/**
* Pulses LEDs for a defined time and color
* @param {number} pulseCount - an integer of how many times the pulse will repeat (max 255)
* @param {number} onTime - how much time should the LED be ON each pulse (units of 10ms, max 255)
* @param {number} offTime - how much time should the LED be OFF each pulse (units of 10ms, max 255)
* @param {Array} RGB - an array to control both LEDs color's in the following format '[R, G, B]'
* where R, G and B are number in the range of 0-255
*/
pulseLed(pulseCount, onTime, offTime, RGB)
/**
* Open a browser connection dialog to connect a single GoDice, after successfull connection it will followed
* by corresponding "onDiceConnected" callback function (response) from the GoDice class (instance).
*/
requestDevice();
/**
* Request for the die color, that should follow by corresponding "onDiceColor" callback function (response)
* from the GoDice class (instance).
*/
getDiceColor(){
/**
* Request for the die battery, that should follow by corresponding "onBatteryLevel" callback function (response)
* from the GoDice class (instance).
*/
getBatteryLevel()
/**
* Attempts to recconect to dice's bluetooth device, incase the device is already connected
* If the reconnection was successful an onDiceConnected event will follow
**/
attemptReconnect()
```javascript
/**
* Sets the die type for the die value calculations, Use GoDice.diceTypes.X for die type.
* Supported dice types (Shells): D6, D20, D10, D10X, D4, D8, D12
* Default die type is D6 (when not calling this function)
* @param {ENUM} GoDice.diceTypes - the die type
*/
setDieType(GoDice.diceTypes)
/**
* In order to catch error on the requestDevice and attemptReconnect methods use an async function and await the die's methods
* Note: awaiting inside of the function will block it's execution
* Example:
*/
async function openConnectionDialog() {
const newDice = new GoDice();
try {
await newDice.requestDevice();
} catch {
console.log("Error on connecting die")
}
}
/**
* To recognize connected die, override the function "onDiceConnected" in the GoDice class, with the following parameter:
* @param {string} diceID - the die unique identifier
* @param {GoDice class} diceInstance - the die class instance
*/
// example:
GoDice.prototype.onDiceConnected = (diceId, diceInstance) => {
// die unique identifier
let dieIdentifier = diceID;
// die unique identifier
let dieClass = diceInstance;
};
/**
* To recognize when a die has disconneted, override the function "onDiceDisconnected" in the GoDice class, with the following parameter:
* @param {string} diceID - the die unique identifier
* @param {GoDice class} diceInstance - the die class instance
*/
// example:
GoDice.prototype.onDiceDisconnected = (diceId, diceInstance) => {
// die unique identifier
let dieIdentifier = diceID;
// die unique identifier
let dieClass = diceInstance;
};
/**
* To recognize the battery level, override the function "onBatteryLevel" in the GoDice class, with the following parameter:
* @param {string} diceID - the die unique identifier
* @param {string} level - the battery level of this diceID
*/
//example:
GoDice.prototype.onBatteryLevel = (diceId, batteryLevel) => {
// die unique identifier
let dieIdentifier = diceID;
// battery level
let dieBatLevel = batteryLevel;
};
/**
* To recognize the color of the die, override the function "onDiceColor" in the GoDice class, with the following parameter:
* @param {string} diceID - the die unique identifier
* @param {string} color - the color of the die (corresponding to the diceID).
* COLOR_BLACK 0
* COLOR_RED 1
* COLOR_GREEN 2
* COLOR_BLUE 3
* COLOR_YELLOW 4
* COLOR_ORANGE 5
*/
// example:
GoDice.prototype.onDiceColor = (diceId, color) => {
// die unique identifier
let dieIdentifier = diceID;
// die color
let dieColor = color;
};
/**
* When the die is stable after a legit roll the function "onStable" will be called from the GoDice class with the following parameter:
* @param {string} diceId - the die unique identifier
* @param {string} value - the die outcome value, depends on the die type, default is D6
* @param {array} xyzAccRaw [x, y, z] - the acc raw data x, y, z
*/
// example:
GoDice.prototype.onStable = (diceId, value, xyzAccRaw) => {
// die unique identifier
let dieIdentifier = diceID;
// the die outcome value
let dieValue = value;
// the acc raw values x,y,z
let accX = xyzAccRaw[0];
let accY = xyzAccRaw[1];
let accZ = xyzAccRaw[2];
};
/**
* When the die is stable (but not flat) after a legit roll the function "onTiltStable" will be called from the GoDice class with the following parameter:
* @param {string} diceId - the die unique identifier
* @param {array} xyzAccRaw [x, y, z] - the acc raw data x, y, z
* @param {string} value - the die outcome value, depends on the die type, default is D6
*/
// example:
GoDice.prototype.onTiltStable = (diceId, xyzAccRaw, value) => {
// die unique identifier
let dieIdentifier = diceID;
// the die outcome value
let dieValue = value;
// the acc raw values x,y,z
let accX = xyzAccRaw[0];
let accY = xyzAccRaw[1];
let accZ = xyzAccRaw[2];
};
/**
* When the die is stable after a "fake" roll the function "onFakeStable" will be called from the GoDice class with the following parameter:
* @param {string} diceId - the die unique identifier
* @param {string} value - the die outcome value, depends on the die type, default is D6
* @param {array} xyzAccRaw [x, y, z] - the acc raw data x, y, z
*/
// example:
GoDice.prototype.onFakeStable = (diceId, value, xyzAccRaw) => {
// die unique identifier
let dieIdentifier = diceID;
// the die outcome value
let dieValue = value;
// the acc raw values x,y,z
let accX = xyzAccRaw[0];
let accY = xyzAccRaw[1];
let accZ = xyzAccRaw[2];
};
/**
* When the die is stable after a small movement (rotating from one face to different face) the function "onMoveStable" will be called from the GoDice class with the * following parameter:
* @param {string} diceId - the die unique identifier
* @param {string} value - the die outcome value, depends on the die type, default is D6
* @param {array} xyzAccRaw [x, y, z] - the acc raw data x, y, z
*/
// example:
GoDice.prototype.onMoveStable = (diceId, value, xyzAccRaw) => {
// die unique identifier
let dieIdentifier = diceID;
// the die outcome value
let dieValue = value;
// the acc raw values x,y,z
let accX = xyzAccRaw[0];
let accY = xyzAccRaw[1];
let accZ = xyzAccRaw[2];
};
/**
* When the die has started rolling the function "onRollStart" will be called from the GoDice class with the following parameter:
* @param {string} diceId - the die unique identifier
*/
// example:
GoDice.prototype.onRollStart = (diceId) => {
// die unique identifier
let dieIdentifier = diceID;
};