@indiegems/gem-web-sdk 10.3.0 → 10.3.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +6 -0
- package/dist/gem-web-sdk.esm.js +1 -1
- package/dist/gem-web-sdk.function.js +1 -1
- package/dist/gem-web-sdk.game.js +1 -1
- package/dist/gem-web-sdk.min.js +1 -1
- package/dist/gem-web-sdk.sdk.js +1 -1
- package/dist/gem-web-sdk.server.js +1 -1
- package/docs/api/api-reference-game.md +34 -34
- package/docs/api/api-reference-server.md +1 -1
- package/docs/api/reference.json +9 -9
- package/docs/brand-art.md +6 -4
- package/docs/changelog.md +6 -0
- package/docs/daily-challenges.md +4 -4
- package/docs/getting-started.md +1 -1
- package/docs/inventory-and-catalogs.md +11 -7
- package/docs/manifest.json +14 -14
- package/docs/server-bundles.md +2 -2
- package/docs/what-a-game-must-do.md +67 -90
- package/package.json +1 -1
- package/schema/bridge.v1.json +15 -8
package/docs/daily-challenges.md
CHANGED
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@@ -320,11 +320,11 @@ Four things to know before you ship one:
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in" is not in general when the allowance refills. Each date's allowance is spent once, whatever
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the player does to their time zone.
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**When a completion pays a platform currency, show it where it happened.** The arcade
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player's Gems and Tickets in its own chrome, and without a cue a payout
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-
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**When a completion pays a platform currency, show it where it happened.** The arcade shows the
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player's Gems and Tickets in its own chrome, and without a cue a payout flies from the middle of
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your frame, not from the payout the player is looking at. At the moment your game shows the challenge complete, call
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`gem.cueReward` with the currency that paid (`GEMS` or `ARCADE_TICKETS`) and the centre of its icon
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beside the payout on your completion screen, and the payout flies from there into the
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beside the payout on your completion screen, and the payout flies from there into the Gem button:
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[inventory-and-catalogs.md](inventory-and-catalogs.md#showing-the-reward-land-in-the-arcades-wallet).
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**If it returns `false`, do nothing** — no celebration of your own, no counter, no flight;
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platform-currency display belongs to the arcade, and a game not connected to it shows no
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package/docs/getting-started.md
CHANGED
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@@ -589,14 +589,15 @@ the source progression from a function the player calls, on a progression that o
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### Showing the reward land in the arcade's wallet
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**Platform-currency display belongs to the arcade** (the creator's ruling, 2026-09-24) — Gems and
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Tickets alike. The arcade
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-
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Tickets alike. The arcade shows the player's platform currencies in its own chrome — in the Gem
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Arcade, the Gem menu the player opens from the Gem button at the top-left of your frame; no wallet
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is drawn over your game — and moves a total when the platform confirms a grant. Your game keeps no counter or balance
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of a platform currency of its own, draws no flight or celebration of its own, and shows no
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platform-currency amount at all when it is not connected to the arcade.
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What your game does is ask for the payout to start on **your** screen, from the currency's icon (or
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hero) beside the reward, so the currency flies from there into the
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as
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hero) beside the reward, so the currency flies from there into the arcade — in the Gem Arcade,
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into the Gem button, which pops as each mark lands. A Gems payout is cued from the gem:
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```js
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const { x, y, width, height } = rewardGem.getBoundingClientRect(); // the gem element's own box
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`origin` is the **centre of the gem on screen** — measure the gem element itself, not the row or
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panel around it. A Tickets payout is the same call with `currencySlug: 'ARCADE_TICKETS'`, from the
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ticket: the slug decides which total
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-
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ticket: the slug decides what flies and which total moves. **A payout you do not cue still flies**
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in the Gem Arcade, from the middle of your frame, once the platform confirms it — cue it so the
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flight starts where the player is looking. **If `cueReward` returns `false`, do nothing**: there is
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no fallback celebration.
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`false` means the arcade will not show it here — the bridge is not up, or the embedder has no wallet
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— and your game does not draw one of its own in its place.
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@@ -898,7 +901,8 @@ buyButton.disabled = !gems || gems.balance < price; // can the player afford it?
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```
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**Read it to decide, never to display.** Platform-currency display belongs to the arcade: its
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wallet shows the player's Gems and Tickets totals while your
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wallet — the Gem menu, in the Gem Arcade — shows the player's Gems and Tickets totals while your
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game runs, and your game keeps no
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counter, balance or wallet total of either of its own ([brand-art.md](brand-art.md) §5). Use the
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balance to enable a purchase or to say "not enough Gems" — not to draw a number.
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package/docs/manifest.json
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},
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{
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"file": "brand-art.md",
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"sha256": "
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"updated": "2026-10-
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"sha256": "87267dca53e5506b1aee77ac9819aef8025c8e0de2780e65a2ea3b7236a9c0ab",
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"updated": "2026-10-11T18:48:12Z"
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},
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{
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"file": "changelog.md",
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"sha256": "
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"updated": "2026-10-
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"sha256": "25047a1c8498f92990b4d50768cf49d1cd4acd2a27dd42db595ca322aa56a2a9",
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"updated": "2026-10-11T19:08:27Z"
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},
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"file": "cross-promotion.md",
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},
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{
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"file": "daily-challenges.md",
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"sha256": "
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"updated": "2026-10-
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"sha256": "0423168355c22724e705def15ca19a5651b7f0da3598ec5aabcc69c32e0bb401",
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"updated": "2026-10-11T18:48:12Z"
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},
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{
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"file": "dedicated-server-flow.md",
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},
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{
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"file": "getting-started.md",
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"sha256": "
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"updated": "2026-10-
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"sha256": "327be77c7b742f7ecfb3ca8f4869480e72942ea9f7293e25634c47c056a38eae",
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"updated": "2026-10-11T19:08:27Z"
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},
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"file": "inventory-and-catalogs.md",
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"updated": "2026-10-
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"sha256": "fecd1299ef19bc50ea17abe96bbe49f62dc366a9fc0f354c843a42b2d5a2f9e2",
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"updated": "2026-10-11T18:48:12Z"
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},
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{
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"file": "leaderboards.md",
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},
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"file": "server-bundles.md",
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"sha256": "
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"updated": "2026-10-
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"sha256": "c6bf3689c928b6cb24d86faa380e6ed4bece1f3dd6e8dfc71c1ff9de1ed0dd42",
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"updated": "2026-10-11T19:08:27Z"
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},
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{
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"file": "serverless-functions-js.md",
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},
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{
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"file": "what-a-game-must-do.md",
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"sha256": "
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"updated": "2026-10-
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"sha256": "c5797bd913fbd8c62fb3fbe83b6c8c6cb22f5aec984c0d56f3f0198c917fee7d",
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"updated": "2026-10-11T18:48:12Z"
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}
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]
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}
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package/docs/server-bundles.md
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also publishes on its download host, with the hash beside it:
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```bash
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curl -fsSL -O https://downloads.gemarcade.com/sdk/v10.3.
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curl -fsSL https://downloads.gemarcade.com/sdk/v10.3.
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curl -fsSL -O https://downloads.gemarcade.com/sdk/v10.3.1/gem-web-sdk.tgz
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curl -fsSL https://downloads.gemarcade.com/sdk/v10.3.1/gem-web-sdk.tgz.sri
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openssl dgst -sha384 -binary gem-web-sdk.tgz | openssl base64 -A
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```
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### The arcade's own controls: reserved areas
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The Arcade keeps **one control of its own over every game**, on every device — a phone's full-bleed
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game, a framed or full-window game on a desktop, a tablet or a TV in native fullscreen:
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- **The Gem button**, the Gem Arcade's gem, in the **top-left corner**, always there (a touch target, about
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50px across). It opens [the Arcade's menu](#the-arcades-menu): Return to the Arcade, the player's Gems,
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Tickets and achievement score, mute, the player's Arcade-wide settings and the rest. Not your
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settings: those are [your own button](#game-settings).
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- **Nothing else.** The player's wallets (Gems, Tickets, their achievement score) are **not** drawn
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over your game: the player opens the Gem menu to see them, and every platform-currency payout
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flies into the Gem button ([the Arcade's wallet](#the-arcades-wallet-in-the-gem-menu-never-drawn-by-you)).
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When the player switches the frame-rate readout on, it sits beside the gem and is reserved the
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same way.
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**The top of the screen has one layout, in every game:**
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| Where
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| **Top-left**
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| **
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| **Centre
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Keep the left for Home / Back even on a screen that has neither today: a player learns where "back"
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is once, across every game, and information that sits there on one screen teaches them the wrong
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thing on the next.
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| Where | Whose | What goes there |
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| ------------------------------------ | ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| **Top-left corner** | the Arcade's | Its Gem button. Nothing of yours under it. |
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| **Top-left, right of the Gem** | yours | Your **Home / Back** buttons, drawn when a screen needs them, level with the Gem and just to its right. They move around _inside_ your game — back to your level select or title screen — and never leave it. |
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| **Centre of the top row** | yours | Your **information**: score, moves, a timer, a level name. |
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| **Top-right** | yours | Your **settings** button ([Game settings](#game-settings)). |
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Keep the spot beside the Gem for Home / Back even on a screen that has neither today: a player
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learns where "back" is once, across every game, and information that sits there on one screen
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teaches them the wrong thing on the next.
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**
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the Arcade's. Do not copy those numbers — read the space, as below.
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**Your settings button goes top-right**, clear of any Arcade control: under the Gem Arcade there is
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none in that corner, but another embedder may keep one there. [Game settings](#game-settings) shows
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how to place it.
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Those rectangles of your frame are **reserved**: keep essential UI and every touch target out of
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them. **Never hard-code their size or
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them. **Never hard-code their size or position.** They differ by phone, and in native fullscreen the
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gem may rise into the camera band — read them, as below.
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An inset cannot say that — as a top inset, a button a few dozen pixels wide would take
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strip. So `gem.viewport` also carries the rectangles, in the same CSS pixels of your
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from its top-left corner — one
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An inset cannot say that — as a left or top inset, a button a few dozen pixels wide would take a whole
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strip of your screen. So `gem.viewport` also carries the rectangles, in the same CSS pixels of your
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frame, measured from its top-left corner — one for the Gem button, and one for the frame-rate
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readout while the player shows it:
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```json
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{
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"insets": { "top": 47, "right": 0, "bottom": 34, "left": 0 },
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"reserved": [
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]
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"reserved": [{ "x": 8, "y": 55, "width": 52, "height": 52 }]
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}
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```
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`--gem-safe-*` before anything else hears the push: `--gem-reserved-tl-width` and
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`--gem-reserved-tl-height`, and the same pair for `tr`, `bl` and `br` — how far that corner's
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reserved rectangles reach in from its two edges. A rectangle belongs to the corner its centre lies
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nearest to.
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⚠️ **The wallets sit in the middle, so they count toward BOTH top corners.** A wallet left of
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centre is a top-left rectangle, one right of centre a top-right one. While wallets are shown,
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`--gem-reserved-tl-height` is the bottom of the wallets and `--gem-reserved-tl-width` reaches to the
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middle of the screen — even though the corner itself, left of the first wallet, is clear. So:
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nearest to. Under the Gem Arcade the Gem button is a top-left rectangle, so:
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```css
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/*
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the two top corners. It moves up by itself when gameplay hides the wallets. */
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#info {
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top: max(
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var(--gem-safe-top, env(safe-area-inset-top, 0px)),
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var(--gem-reserved-tl-height, 0px),
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var(--gem-reserved-tr-height, 0px)
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);
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right: var(--gem-safe-right, 0px);
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}
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/* ONE Home or Back button, level with the arcade's row, in the clear corner to the wallets' left */
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/* ONE Home or Back button, level with the Gem, just to its right */
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#back {
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top: var(--gem-safe-top, env(safe-area-inset-top, 0px));
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left: var(--gem-safe-left, 0px);
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left: max(var(--gem-safe-left, 0px), var(--gem-reserved-tl-width, 0px));
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}
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/*
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#nav {
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/* your information — score, moves, a timer — clear of every top corner the arcade reserves */
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#info {
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top: max(
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var(--gem-safe-top, env(safe-area-inset-top, 0px)),
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|
787
|
-
var(--gem-reserved-tl-height, 0px),
|
|
788
767
|
var(--gem-reserved-tr-height, 0px)
|
|
789
768
|
);
|
|
769
|
+
left: max(var(--gem-safe-left, 0px), var(--gem-reserved-tl-width, 0px));
|
|
770
|
+
right: var(--gem-safe-right, 0px);
|
|
790
771
|
}
|
|
791
772
|
```
|
|
792
773
|
|
|
793
|
-
The per-corner properties
|
|
794
|
-
|
|
795
|
-
|
|
796
|
-
|
|
774
|
+
The per-corner properties say how far a corner's rectangles reach, not how much room is left beside
|
|
775
|
+
them. To know whether a row of your own buttons fits beside the Gem, read the rectangles from
|
|
776
|
+
script: the room to the right of the top-left ones is the frame's width less the furthest right
|
|
777
|
+
edge among them.
|
|
797
778
|
|
|
798
779
|
```js
|
|
799
780
|
const reserved = gem.viewport?.reserved ?? [];
|
|
800
|
-
const
|
|
801
|
-
|
|
781
|
+
const topLeft = reserved.filter((r) => r.x + r.width / 2 < window.innerWidth / 2);
|
|
782
|
+
const from = topLeft.length ? Math.max(...topLeft.map((r) => r.x + r.width)) : 0;
|
|
783
|
+
nav.classList.toggle('below-arcade-row', window.innerWidth - from < nav.offsetWidth + 8);
|
|
802
784
|
```
|
|
803
785
|
|
|
804
786
|
All eight properties are written on every push, `0px` for a clear corner, so a rotation never leaves
|
|
805
787
|
a stale value; they are never set under an embedder that sends no viewport, which is what the `0px`
|
|
806
788
|
fallback is for. `gem.viewport.reserved` is `[]` when nothing is covered.
|
|
807
789
|
|
|
808
|
-
**Lay out against it whenever it changes.** The
|
|
809
|
-
session
|
|
810
|
-
|
|
811
|
-
all four is right under any embedder.
|
|
790
|
+
**Lay out against it whenever it changes.** The Gem button's rectangle is there for the whole
|
|
791
|
+
session, and it moves with a rotation, a resize or the frame-rate readout. Read every corner, not
|
|
792
|
+
only the one this page names today: a layout that honours all four is right under any embedder.
|
|
812
793
|
|
|
813
794
|
**Older SDKs get it folded into the top inset.** A game on an SDK from before reserved areas cannot
|
|
814
795
|
read the rectangles, so the arcade sends it none and instead raises `insets.top` — and so
|
|
@@ -1021,7 +1002,7 @@ gem.controls.declare({
|
|
|
1021
1002
|
});
|
|
1022
1003
|
```
|
|
1023
1004
|
|
|
1024
|
-
It is screen state, like [`gem.setWalletVisible`](#the-arcades-wallet-
|
|
1005
|
+
It is screen state, like [`gem.setWalletVisible`](#the-arcades-wallet-in-the-gem-menu-never-drawn-by-you):
|
|
1025
1006
|
each call is the whole answer, the latest wins, and the SDK holds it and sends it again after a
|
|
1026
1007
|
reconnect. It returns `false` before the bridge is up (it is held and sent on connect) and under an
|
|
1027
1008
|
embedder that does not show these settings; it never throws. A key or a value other than these is
|
|
@@ -1088,9 +1069,9 @@ function frame(dt) {
|
|
|
1088
1069
|
|
|
1089
1070
|
## The Arcade's menu
|
|
1090
1071
|
|
|
1091
|
-
The Arcade keeps one
|
|
1092
|
-
(**Return to the Arcade**),
|
|
1093
|
-
settings — the ones that reach you as [`gem.prefs.recommended`](#game-settings). You can add up to
|
|
1072
|
+
The Arcade keeps one button over every game, on every device: the Gem, at the top-left. Its menu is
|
|
1073
|
+
how a player leaves (**Return to the Arcade**), sees their Gems, Tickets and achievement score, mutes,
|
|
1074
|
+
goes fullscreen, reports a problem and changes their Arcade-wide settings — the ones that reach you as [`gem.prefs.recommended`](#game-settings). You can add up to
|
|
1094
1075
|
four entries of your own:
|
|
1095
1076
|
|
|
1096
1077
|
```js
|
|
@@ -1207,28 +1188,24 @@ its music out than cut it, say. The Arcade still shows its button for your game
|
|
|
1207
1188
|
so this is a promise: your `onPrefs` handler must go quiet on `muted: true` and come back on `false`,
|
|
1208
1189
|
and the release checklist checks that it does.
|
|
1209
1190
|
|
|
1210
|
-
## The Arcade's wallet:
|
|
1191
|
+
## The Arcade's wallet: in the Gem menu, never drawn by you
|
|
1211
1192
|
|
|
1212
1193
|
The player's platform balances — Gems, Tickets (`ARCADE_TICKETS`) and their achievement score —
|
|
1213
1194
|
belong to the Arcade. **Your game never draws one**, and never shows a pending state for one: the
|
|
1214
|
-
Arcade takes every figure from the platform and
|
|
1215
|
-
|
|
1216
|
-
|
|
1217
|
-
|
|
1218
|
-
|
|
1219
|
-
[
|
|
1220
|
-
|
|
1221
|
-
|
|
1222
|
-
|
|
1223
|
-
|
|
1224
|
-
|
|
1225
|
-
|
|
1226
|
-
|
|
1227
|
-
|
|
1228
|
-
Read the `--gem-reserved-*` properties rather than assuming either state.
|
|
1229
|
-
|
|
1230
|
-
⚠️ **The Arcade ignores the `only` option**: a shown wallet is every wallet. Do not build a store
|
|
1231
|
-
screen that relies on narrowing them to one currency.
|
|
1195
|
+
Arcade takes every figure from the platform and shows them itself.
|
|
1196
|
+
|
|
1197
|
+
**The Gem Arcade draws no wallet over your game** (since 2026-10-11). Nothing of it sits in your top
|
|
1198
|
+
row, at rest or when a balance moves. The player opens the Gem menu — the Gem button at the
|
|
1199
|
+
top-left — to see their Gems, Tickets and achievement score, and every payout
|
|
1200
|
+
[`gem.cueReward`](inventory-and-catalogs.md#showing-the-reward-land-in-the-arcades-wallet) announces
|
|
1201
|
+
flies into the Gem button. A payout you do not cue flies too, from the middle of your frame, so cue
|
|
1202
|
+
the ones the player earns on screen and the flight starts where they are looking.
|
|
1203
|
+
|
|
1204
|
+
**`gem.setWalletVisible` changes nothing on the Gem Arcade.** It is still part of the contract, so a
|
|
1205
|
+
game that calls it keeps working, and it is the call to make for an embedder that draws wallets over
|
|
1206
|
+
games: hide them while you play, show them on your menus. Under the Gem Arcade there is no wallet to
|
|
1207
|
+
show or hide and no wallet rectangle in `gem.viewport.reserved`. The `only` option is ignored there
|
|
1208
|
+
as well.
|
|
1232
1209
|
|
|
1233
1210
|
## No accidental text selection
|
|
1234
1211
|
|
package/package.json
CHANGED
package/schema/bridge.v1.json
CHANGED
|
@@ -2437,9 +2437,10 @@
|
|
|
2437
2437
|
"$comment": [
|
|
2438
2438
|
"A platform-currency reward is on its way — the game's SERVER has just",
|
|
2439
2439
|
"moved (or is about to move) a progression mapped onto a platform currency,",
|
|
2440
|
-
"and the game would like the arcade
|
|
2441
|
-
"
|
|
2442
|
-
"
|
|
2440
|
+
"and the game would like the arcade to show it landing: the currency flying",
|
|
2441
|
+
"from `origin` into the arcade's chrome — in the Gem Arcade, into its Gem",
|
|
2442
|
+
"button at the frame's top-left — and the total moving when the platform",
|
|
2443
|
+
"confirms the grant.",
|
|
2443
2444
|
"",
|
|
2444
2445
|
"A PRESENTATION CUE, NOT A CLAIM. Nothing here is trusted as a number. The",
|
|
2445
2446
|
"amount that lands and the player's new total reach the parent from gem-api",
|
|
@@ -2452,7 +2453,8 @@
|
|
|
2452
2453
|
"`origin` is where the flight starts, in CSS px of the frame's own",
|
|
2453
2454
|
"coordinate space — the same space `gem.viewport` speaks — measured from",
|
|
2454
2455
|
"the frame's top-left corner; the parent translates it into its own page.",
|
|
2455
|
-
"Absent, the
|
|
2456
|
+
"Absent, the Gem Arcade flies the confirmed grant from the middle of the",
|
|
2457
|
+
"frame, as it does a grant no cue announced. Integers, like",
|
|
2456
2458
|
"`gem.viewport`'s insets: a fractional pixel is not a placement, and the",
|
|
2457
2459
|
"SDK rounds and clamps on the way out. 16384 is a bound, not a size.",
|
|
2458
2460
|
"",
|
|
@@ -2472,10 +2474,9 @@
|
|
|
2472
2474
|
"other, `gem.cueReward` returns false and the game does NOTHING. There is",
|
|
2473
2475
|
"no fallback celebration: Gems display belongs to the arcade (the",
|
|
2474
2476
|
"creator's ruling, 2026-09-24), so a game draws no Gems flight, counter or",
|
|
2475
|
-
"celebration of its own. The same holds for Tickets (`ARCADE_TICKETS`):
|
|
2476
|
-
"
|
|
2477
|
-
"
|
|
2478
|
-
"that currency — its gem, or its ticket."
|
|
2477
|
+
"celebration of its own. The same holds for Tickets (`ARCADE_TICKETS`):",
|
|
2478
|
+
"`currencySlug` decides what flies and which total moves. `origin` is the",
|
|
2479
|
+
"centre of the game's icon for that currency — its gem, or its ticket."
|
|
2479
2480
|
],
|
|
2480
2481
|
"fields": {
|
|
2481
2482
|
"currencySlug": { "kind": "string", "maxLength": 32 },
|
|
@@ -2531,6 +2532,12 @@
|
|
|
2531
2532
|
"docks its wallets beside the frame rather than over it, this changes",
|
|
2532
2533
|
"nothing.",
|
|
2533
2534
|
"",
|
|
2535
|
+
"THE GEM ARCADE DRAWS NO WALLET OVER A GAME (since 2026-10-11): the player",
|
|
2536
|
+
"sees their balances in its Gem menu and payouts fly into its Gem button, so",
|
|
2537
|
+
"it advertises this message, accepts it, and changes nothing on screen — no",
|
|
2538
|
+
"wallet is shown, popped up or reserved whatever the game says. The rules",
|
|
2539
|
+
"above are for a parent that does draw wallets over the frame.",
|
|
2540
|
+
"",
|
|
2534
2541
|
"A PRESENTATION REQUEST ONLY. Not an authorization control, and it carries no",
|
|
2535
2542
|
"numbers: the parent takes every figure it shows from the platform. A game",
|
|
2536
2543
|
"never draws a platform balance itself and never implements a pending state.",
|