@fabi-play/protocol 0.2.0 → 0.3.0

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package/README.md CHANGED
@@ -74,3 +74,21 @@ from this package.
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  ## License
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  Fabi Play Kit License: free to use, for making games and tools for Fabi Play only. See [LICENSE](./LICENSE).
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+
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+ ## The TV remote
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+
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+ A manifest's optional `inputs` (`GameInput[]`, from `GAME_INPUTS`: `body`, `remote`; absent `["body"]`, see
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+ `gameInputs`) says whether the game can be played with the TV remote when there is no phone; `parseManifest`
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+ requires `body` in it, no repeats and no unknown values. The screen tells the game how a session is played in
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+ `init.input` (absent `'body'`) and, with `'remote'`, whether the remote points (`init.pointer`, LG's Magic Remote:
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+ plain pointer and mouse events in the game's page). The screen turns keys into gestures (↑ or OK `jump`, ↓ held
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+ `squat`/`stand`, ← → lanes, OK twice `clap`, Back the platform's pause) and plays one child at a time: init's
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+ `players` is the child playing now (one id). Several children take turns only with games whose manifest says `"turns": true`
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+ (valid only with `remote` in `inputs`; it means the game follows the turn contract; without it, one child only): `init.turns`
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+ lists every child in turn order (`parseTurnOrder`; absent: `players`). The game plays a round per child; when a
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+ child's round ends (a crash too) and turns remain, it asks `break('turn')`, and the screen always answers
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+ `break-start` (its turn screen), `{ type: 'turn', players: [2] }` (exactly one id, the next in the order;
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+ `parseTurnPlayers` checks its shape) and `break-done`, the next child's puppet recentred in the middle lane. After
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+ the last round the game ends with every child's scores. `level` and `gameover` breaks never swap players; hosts
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+ before turns answer `turn` as an unknown reason, at once. Games keep scores by player id. See "Playing with the TV remote" in the
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+ [`@fabi-play/sdk` README](https://www.npmjs.com/package/@fabi-play/sdk).
package/dist/index.d.ts CHANGED
@@ -307,10 +307,15 @@ export declare const wire: <T extends object>(m: T) => Wire<T>;
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  /**
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  * Why the game stops, when it asks for a break:
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  * - level: a level is over (the best moment);
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- * - gameover: the game is over and a new one may start.
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- * Never at the game's own pause menu: a child who stops for a moment must not get an ad for it.
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- */
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- export type BreakReason = "level" | "gameover";
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+ * - gameover: the game is over and a new one may start;
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+ * - turn: with input 'remote' and turns remaining, the child playing now finished their round (whatever happened in
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+ * it: a crash or a fall ends a round too). The screen always answers with break-start (its turn screen is the
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+ * break, and may host an ad), then turn (the next child), then break-done. Hosts before turns answer it as an
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+ * unknown reason (break-done at once), but they never send turns either.
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+ * Only 'turn' ever swaps players; 'level' and 'gameover' never do. Never at the game's own pause menu: a child who
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+ * stops for a moment must not get an ad for it.
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+ */
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+ export type BreakReason = "level" | "gameover" | "turn";
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  export declare const BREAK_REASONS: BreakReason[];
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  /**
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  * The movements the host recognises, per player:
@@ -366,7 +371,9 @@ export type Backdrop = "video" | "none";
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  * image is cropped to fill the screen), with any backdrop, so avatars and hands are where the children stand (a
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  * "virtual mirror"). The screen decides it: with 'video', where the video is drawn (cover or contain); with 'none',
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  * the whole image contained at 92% of the viewport's height, bottom-aligned. Games don't compute it: they just use
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- * it. Body points are in player space (0–1 of the camera image, already mirrored like the video), so a point p is on
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+ * it. It is not fixed: with automatic framing (the default, see GameManifest.framing) the screen zooms in on children
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+ * standing far away, up to 1.8×, so the image may reach past every edge; it changes only at calibration and in breaks
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+ * (pause, level, turn), never during play, and arrives in a backdrop message. Body points are in player space (0–1 of the camera image, already mirrored like the video), so a point p is on
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  * screen at (x + p.x·w, y + p.y·h): see toScreen.
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  */
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  export interface BackdropView {
@@ -418,6 +425,22 @@ export type HostMessage =
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  /** view: where the camera image is, with any backdrop (see BackdropView); absent if the screen doesn't know. */
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  /** stats: a debug host (the simulator) asks the game to say how often it draws (stats messages); absent on the TV. */
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  /** device: what the screen knows about the device (a starting tier, the display's rate); absent if it knows nothing. */
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+ /**
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+ * input: how this session is played (see GameInput); absent = 'body'. Only games whose manifest lists 'remote' ever
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+ * get 'remote'. With 'remote', players is exactly one id: the child playing now (see turn).
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+ */
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+ /**
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+ * turns: only with input 'remote', and only to games whose manifest says "turns": true: every child who
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+ * will play this game, one id each, in turn order, players[0] first (see parseTurnOrder); absent = players (one
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+ * child, no turns). A round per child: at the end of each child's round, while turns remain, the game calls
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+ * break('turn'); the screen answers break-start, turn (the next child), break-done. After the last child's round
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+ * the game calls end() with every child's scores. An order that is not valid, or doesn't start with players[0],
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+ * makes the session one child only.
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+ */
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+ /**
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+ * pointer: only with input 'remote', true when the TV's remote also points (LG's Magic Remote): it reaches the game
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+ * as ordinary pointer and mouse events (hover, click with OK). Absent = false.
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+ */
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  {
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  type: "init";
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  v: number;
@@ -430,8 +453,11 @@ export type HostMessage =
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  view?: BackdropView;
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  stats?: boolean;
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  device?: DeviceHint;
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+ input?: GameInput;
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+ turns?: number[];
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+ pointer?: boolean;
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  }
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- /** The backdrop or the view changed mid-game (video switched on or off, the camera image's fit changed). */
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+ /** The backdrop or the view changed mid-game (video switched on or off, the camera image's fit or framing changed). */
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  | {
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  type: "backdrop";
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  backdrop: Backdrop;
@@ -470,7 +496,24 @@ export type HostMessage =
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  | {
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  type: "break-done";
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  shown: boolean;
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+ }
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+ /**
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+ * Turns (input 'remote' only): from now on this child plays, in place of the one before. One remote is one child,
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+ * so with several children the screen plays one at a time: the same game goes on with the next child in init's
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+ * turns (players [2] after [1], …), exactly one id. Sent only inside the break of a break('turn') the game asked
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+ * for (after break-start, before break-done); never at other breaks, so a round never changes hands midway. The
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+ * new child's puppet starts recentred, in the middle lane (lane 0), with no lane gesture. Ids keep their meaning
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+ * (slots, avatars): keep each player's score by id across turns, and end with the scores of every child who
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+ * played. Never sent with input 'body', where init's players stay for the whole game.
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+ */
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+ | {
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+ type: "turn";
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+ players: number[];
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  };
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+ /** The players of a turn message, or undefined if they are not valid: exactly one integer id from 1 to MAX_PLAYERS. A copy. */
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+ export declare function parseTurnPlayers(v: unknown): number[] | undefined;
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+ /** init's turns, or undefined if they are not valid: 1 to MAX_PLAYERS distinct integer ids from 1 to MAX_PLAYERS, in order. A copy. */
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+ export declare function parseTurnOrder(v: unknown): number[] | undefined;
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  /** Why a game is paused (see HostMessage pause). */
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  export type PauseReason = "user" | "distance";
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  export declare const PAUSE_REASONS: PauseReason[];
@@ -566,7 +609,45 @@ export interface GameManifest {
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  backdrop?: GameBackdrop[];
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  /** Optional: Fabi explains the game on the TV before calibration (see GameIntro). Absent: straight to calibration. */
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  intro?: GameIntro;
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+ /** Optional: how it can be played; absent = ['body']. Must include 'body' (Fabi Play is a movement platform); add 'remote' to be offered without a phone. */
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+ inputs?: GameInput[];
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+ /**
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+ * Optional, only with 'remote' in inputs: true when the game follows the turns contract, so the screen may let
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+ * several children play with the remote, a round each (init.turns): play a round with the child in players; when
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+ * it ends (a crash too) and turns remain, ask break('turn') (the screen answers break-start, turn, break-done);
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+ * after the last round, end with every child's scores. Absent or false: remote mode is one child only.
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+ */
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+ turns?: boolean;
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+ /**
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+ * Optional: 'auto' (the default) lets the screen frame the children: when they stand far from the camera it zooms
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+ * in on them (up to 1.8×), so every child's avatar is about the same size and reaches the same things, near or
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+ * far; the view changes only at calibration and in breaks. 'fixed' keeps the whole camera image, as before (for
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+ * a game drawn on exact spots of the live video).
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+ */
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+ framing?: GameFraming;
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  }
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+ /** How the screen frames the camera image for a game: see GameManifest.framing. */
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+ export type GameFraming = "auto" | "fixed";
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+ export declare const GAME_FRAMINGS: GameFraming[];
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+ /** The framing of a manifest, with the default. */
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+ export declare function gameFraming(m: Pick<GameManifest, "framing">): GameFraming;
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+ /**
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+ * How a game can be played: with the body (camera on the phone), or with the TV remote (keys become gestures).
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+ *
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+ * 'remote' is for TV apps without a phone (Samsung, LG, Android TV, Fire TV): one remote is one child, and with
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+ * several children the screen runs turns, only for games whose manifest says "turns": true (see GameManifest.turns,
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+ * BreakReason turn, HostMessage turn). The screen turns keys into the gestures the body makes (↑ or OK jump;
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+ * ↓ held squat, stand on release; ← → lanes; OK twice quickly clap; Back is the platform's pause, never the game's)
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+ * and animates a puppet body in the frames, so with one child most games need no code. On LG the Magic
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+ * Remote also points: it reaches the game as ordinary pointer and mouse events (init.pointer says when). A game that
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+ * lists 'remote' must play with those keys alone and, where it has things to pick (bubbles, answers, buttons), let a
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+ * pointer click them too (pointer events, large hit areas, a hover highlight). Games aimed with the hands should not
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+ * list it unless they offer a selection the keys can drive.
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+ */
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+ export type GameInput = "body" | "remote";
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+ export declare const GAME_INPUTS: GameInput[];
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+ /** The inputs of a manifest, with the default. */
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+ export declare function gameInputs(m: Pick<GameManifest, "inputs">): GameInput[];
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  /** The backdrops a game may declare in its manifest (its own background is always supported). */
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  export type GameBackdrop = Exclude<Backdrop, "none">;
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  export declare const GAME_BACKDROPS: GameBackdrop[];
package/dist/index.js CHANGED
@@ -204,7 +204,7 @@ var TOO_CLOSE_KEY = "fabi-play.too-close-pause";
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  var PHASES = ["setup", "intro", "calibrate", "play", "pause", "break", "end"];
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  var NS = "fabi-play";
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  var wire = (m) => ({ ns: NS, ...m });
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- var BREAK_REASONS = ["level", "gameover"];
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+ var BREAK_REASONS = ["level", "gameover", "turn"];
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  function parseView(v) {
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  if (!isObject(v)) return void 0;
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  const { x, y, w, h } = v;
@@ -227,7 +227,23 @@ function parseGameStats(v) {
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  if (DEVICE_TIERS.includes(v.tier)) out.tier = v.tier;
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  return out;
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  }
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+ var isPlayerId = (id) => Number.isInteger(id) && id >= 1 && id <= MAX_PLAYERS;
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+ function parseTurnPlayers(v) {
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+ return Array.isArray(v) && v.length === 1 && isPlayerId(v[0]) ? [v[0]] : void 0;
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+ }
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+ function parseTurnOrder(v) {
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+ if (!Array.isArray(v) || v.length < 1 || v.length > MAX_PLAYERS || !v.every(isPlayerId) || new Set(v).size !== v.length) return void 0;
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+ return [...v];
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+ }
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  var PAUSE_REASONS = ["user", "distance"];
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+ var GAME_FRAMINGS = ["auto", "fixed"];
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+ function gameFraming(m) {
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+ return m.framing ?? "auto";
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+ }
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+ var GAME_INPUTS = ["body", "remote"];
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+ function gameInputs(m) {
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+ return m.inputs?.length ? m.inputs : ["body"];
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+ }
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  var GAME_BACKDROPS = ["video"];
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  var MOVEMENTS = ["hands", "jump", "squat", "clap", "freeze", "lanes", "shapes"];
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  function parseManifest(data) {
@@ -248,6 +264,11 @@ function parseManifest(data) {
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  if (m.sdk !== PROTOCOL_VERSION) errors.push(`sdk: this version of Fabi Play uses protocol ${PROTOCOL_VERSION}`);
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  if (m.backdrop !== void 0 && !(Array.isArray(m.backdrop) && m.backdrop.every((b) => GAME_BACKDROPS.includes(b)) && new Set(m.backdrop).size === m.backdrop.length))
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  errors.push(`backdrop: optional, from ${GAME_BACKDROPS.join(", ")}, without repeats`);
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+ if (m.inputs !== void 0 && !(Array.isArray(m.inputs) && m.inputs.includes("body") && m.inputs.every((i) => GAME_INPUTS.includes(i)) && new Set(m.inputs).size === m.inputs.length))
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+ errors.push(`inputs: optional, from ${GAME_INPUTS.join(", ")}, without repeats, always with body`);
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+ if (m.turns !== void 0 && !(typeof m.turns === "boolean" && (!m.turns || Array.isArray(m.inputs) && m.inputs.includes("remote"))))
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+ errors.push('turns: optional, true or false; true only with "remote" in inputs');
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+ if (m.framing !== void 0 && !GAME_FRAMINGS.includes(m.framing)) errors.push(`framing: optional, ${GAME_FRAMINGS.join(" or ")}`);
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  if (m.intro !== void 0) errors.push(...introErrors(m.intro));
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  return errors.length ? { errors } : { manifest: m };
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  }
@@ -545,6 +566,8 @@ export {
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  DEVICE_TIERS,
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  FABI_VOICE,
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  GAME_BACKDROPS,
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+ GAME_FRAMINGS,
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+ GAME_INPUTS,
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  INTRO_MAX_CHARS,
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  INTRO_MAX_STEPS,
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  INTRO_MOVES,
@@ -571,6 +594,8 @@ export {
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  decodePose,
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  defaultAvatarFor,
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  encodePose,
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+ gameFraming,
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+ gameInputs,
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  gamesFor,
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  introText,
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  isAgeRange,
@@ -589,6 +614,8 @@ export {
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  parseIntro,
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  parseManifest,
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  parseScreenMessage,
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+ parseTurnOrder,
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+ parseTurnPlayers,
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  parseView,
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  parseZone,
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  poseBytes,
@@ -5,6 +5,10 @@
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  "type": "object",
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  "required": ["id", "version", "title", "description", "ageRanges", "movements", "players", "minutes", "entry", "sdk"],
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  "additionalProperties": false,
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+ "anyOf": [
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+ { "not": { "required": ["turns"], "properties": { "turns": { "const": true } } } },
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+ { "required": ["inputs"], "properties": { "inputs": { "contains": { "const": "remote" } } } }
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+ ],
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  "properties": {
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  "$schema": {
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  "type": "string",
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  "uniqueItems": true,
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  "items": { "enum": ["video"] }
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  },
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+ "inputs": {
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+ "type": "array",
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+ "description": "Optional: how the game can be played; absent = [\"body\"]. Must include \"body\" (Fabi Play is a movement platform). Add \"remote\" to be offered on TVs without a phone: the TV remote's keys become gestures (up or OK jump, down held squat, left and right lanes, OK twice clap), one child at a time; on LG the Magic Remote also points, so let what the game has to pick be clicked too.",
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+ "minItems": 1,
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+ "uniqueItems": true,
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+ "contains": { "const": "body" },
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+ "items": { "enum": ["body", "remote"] },
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+ "examples": [["body", "remote"]]
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+ },
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+ "turns": {
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+ "type": "boolean",
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+ "description": "Optional, true only with \"remote\" in inputs: the game follows the turns contract, so several children may play with the remote, a round each. When a child's round ends (a crash too) and turns remain, the game asks break('turn') (the screen answers break-start, turn, break-done); after the last round it ends with every child's scores. Absent or false: remote mode is one child only."
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+ },
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+ "framing": {
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+ "enum": ["auto", "fixed"],
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+ "description": "Optional, \"auto\" by default: the screen zooms in on children standing far away (up to 1.8×), so every child's avatar is about the same size near or far; the view changes only at calibration and in breaks, never during play. \"fixed\": always the whole camera image (for a game drawn on exact spots of the live video)."
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+ },
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  "intro": {
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  "type": "object",
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  "description": "Optional: Fabi explains the game on the TV before calibration, in 1 to 4 steps. Each step: one sentence (Italian and English, up to 90 characters; or one per age range) over an image of the game or a move shown with the children's avatars. The voice is generated by Fabi Play at publication from the text. Without intro the game goes straight to calibration; an invalid one is skipped by the TV.",
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@fabi-play/protocol",
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- "version": "0.2.0",
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+ "version": "0.3.0",
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  "description": "Messages between the phone, the screen and the games, with their checks.",
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  "keywords": [
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  "fabi-play",