* feat: add site back to website * refactor: use same sidebar * fix: delete generated docs
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Handle Events
When an event is fired, Discordeno sends two important things: the client instance and the payload.
As mentioned in the Structure section, the payload object does not contain any functions as it's a plain json
object.
In order to take use of our nice built structures, we need to transform the payload into a structure.
:::info
The Structures can be found here
:::
Sometimes it's important to listen to events, in order to get informed of changes and updating the cache based on it.
Message Event
This file should be called messageCreate.js.
const Message = require('./structures/Message')
module.exports = async (client, payload) => {
const message = client.messages.forge(payload)
if (message.author.bot) return
if (message.content === '!ping') return await message.reply('pong')
}
Interaction Event
This file should be called interactionCreate.js.
const Interaction = require('./structures/Interaction')
module.exports = async (client, payload) => {
const interaction = client.interactions.forge(payload)
if (interaction.data.name === 'ping')
return await interaction.reply({ content: 'pong' })
}
Ready Event
This file should be called ready.js.
:::tip
There is a small difference with the ready Event. The Event is fired shard wise, in other words it fires every time
a shard becomes ready.
:::
In order to fire the "real event" a small code snippet has to be added to the ready Event.
const User = require('../Structures/User')
module.exports = async (client, payload) => {
client.user = client.users.forge(payload.user)
if (payload.shardId + 1 === client.gateway.maxShards) {
// All Shards are ready
console.log(`Successfully connected to the gateway as ${client.user.tag}`)
}
}