@littlepartytime/sdk 2.0.1 → 2.1.0
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/GAME_DEV_GUIDE.md +171 -10
- package/dist/types.d.ts +6 -0
- package/dist/types.d.ts.map +1 -1
- package/package.json +1 -1
package/GAME_DEV_GUIDE.md
CHANGED
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@@ -22,11 +22,16 @@ my-game/
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├── vite.config.ts # Build configuration
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├── vitest.config.ts # Test configuration
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├── tsconfig.json
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-
├── assets/ #
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├── assets/ # Game images and custom assets
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│ ├── icon.png # 1:1 (256x256+) - game list icon
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│ ├── banner.png # 16:9 (640x360+) - lobby banner
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│ ├── cover.png # 21:9 (840x360+) - store/featured cover
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│
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│ ├── splash.png # 9:21 (360x840+) - loading screen
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│ ├── cards/ # Custom game assets (optional)
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│ │ ├── king.png
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│ │ └── queen.png
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│ └── sounds/
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│ └── flip.mp3
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├── src/
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│ ├── config.ts # GameConfig - metadata
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│ ├── engine.ts # GameEngine - server-side logic
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@@ -592,7 +597,12 @@ The `.zip` upload package contains:
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├── icon.png # 1:1 game icon
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├── banner.png # 16:9 banner
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├── cover.png # 21:9 cover
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-
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├── splash.png # 9:21 splash screen
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└── assets/ # Custom game assets (if any)
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├── cards/
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│ └── king.png
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└── sounds/
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└── flip.mp3
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```
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### Configuration
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@@ -663,18 +673,61 @@ Every game must include 4 images in the `assets/` directory. These are validated
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The `pack` command reads these images, validates them, and includes them in the zip with canonical names (`icon.png`, `banner.png`, etc.).
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###
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### Custom Game Assets
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For assets used inside your game UI (
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For assets used inside your game UI (card images, sound effects, fonts, etc.), place them in subdirectories under `assets/`:
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```
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assets/
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├── icon.png # Platform display images (root level, required)
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├── banner.png
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├── cover.png
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├── splash.png
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├── cards/ # Custom game assets (subdirectories)
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│ ├── king.png
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│ └── queen.png
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└── sounds/
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└── flip.mp3
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```
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Access custom assets in your renderer via `platform.getAssetUrl()`:
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```tsx
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export default function GameRenderer({ platform, state }: GameRendererProps) {
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const cardImg = platform.getAssetUrl('cards/king.png');
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const flipSound = platform.getAssetUrl('sounds/flip.mp3');
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return (
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<div>
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<img src={cardImg} alt="King" />
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<audio src={flipSound} />
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</div>
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);
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}
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```
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**How it works:**
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- During `lpt-dev-kit dev`: returns a local URL (e.g., `http://localhost:4000/assets/cards/king.png`)
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- In production: returns a CDN URL (the platform uploads assets to OSS automatically)
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**Validation rules (enforced by `pack` command):**
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| Rule | Limit |
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|------|-------|
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| Single file size | ≤ 10MB |
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| Total assets size | ≤ 50MB |
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| Allowed file types | `.png`, `.jpg`, `.jpeg`, `.webp`, `.svg`, `.gif`, `.mp3`, `.wav`, `.ogg`, `.json`, `.woff2`, `.woff` |
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| Path rules | No `..`, no spaces |
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**Alternative approaches for small assets:**
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| Approach | When to Use | How |
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|----------|-------------|-----|
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| **Inline in bundle** |
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| **
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| **
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| **Emoji/Unicode** | Simple visual indicators | Use Unicode characters directly in JSX |
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| **Inline in bundle** | Tiny assets (< 4KB) | Vite automatically inlines as data URLs |
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| **CSS/SVG** | UI elements, icons | Tailwind CSS utilities or inline SVG components |
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| **Emoji/Unicode** | Simple visual indicators | Unicode characters directly in JSX |
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> **Tip:**
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> **Tip:** Use `platform.getAssetUrl()` for assets 100KB+ instead of inlining them into the bundle.
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### Submitting Your Game
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@@ -695,6 +748,7 @@ For assets used inside your game UI (not the 4 required images above), use one o
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| `on(event, handler)` | Listens for events from the server |
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| `off(event, handler)` | Removes an event listener |
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| `reportResult(result)` | Reports game results (called by platform, not games) |
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| `getAssetUrl(path)` | Returns the runtime URL for a custom asset (e.g., `"cards/king.png"` → CDN URL) |
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### Events the renderer should listen for
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@@ -753,6 +807,113 @@ Use these CSS variables / Tailwind classes for consistent styling:
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| Display font | `--font-display` | `font-display` |
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| Body font | `--font-body` | `font-body` |
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## Platform Runtime Constraints
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The production platform runs game engines inside a Node.js `vm` sandbox. The dev-kit (`npm run dev`) automatically enforces key constraints so issues surface during local development, not after deployment.
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### Timer APIs Are Disabled
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The sandbox replaces `setTimeout`, `setInterval`, `clearTimeout`, and `clearInterval` with no-ops. Calling them inside engine code will:
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- **In production**: silently do nothing (the callback is never executed)
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- **In dev-kit**: print a warning to the console and return `0`
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```typescript
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// BAD - will not work in production
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handleAction(state, playerId, action) {
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setTimeout(() => {
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// This callback will NEVER run in the sandbox
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}, 2000);
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return { ...state, phase: 'animating' };
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}
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// GOOD - let the client handle timing
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handleAction(state, playerId, action) {
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return { ...state, phase: 'animating' };
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}
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// In renderer: after animation completes, send a follow-up action:
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// platform.send({ type: 'ANIMATION_DONE' })
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// Engine handles ANIMATION_DONE to advance to the next phase.
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```
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### State Must Be JSON-Serializable
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The platform stores game state in Redis via `JSON.stringify` / `JSON.parse` round-trips. Non-serializable types will silently lose data:
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| Type | After JSON Round-Trip | Result |
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|------|----------------------|--------|
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| `Map` | `{}` | Data lost |
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| `Set` | `{}` | Data lost |
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| `Date` | `"2026-02-10T..."` (string) | Type changed |
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| `undefined` | Removed | Field disappears |
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| `RegExp` | `{}` | Data lost |
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| Function | Removed | Lost |
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The dev-kit checks your state after every `init()` and `handleAction()` call and prints warnings if non-serializable types are detected.
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```typescript
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// BAD
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data: {
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players: new Map([['p1', { score: 0 }]]),
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seen: new Set(['card-1']),
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createdAt: new Date(),
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}
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// GOOD
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data: {
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players: { p1: { score: 0 } },
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seen: ['card-1'],
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createdAt: '2026-02-10T00:00:00.000Z',
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}
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```
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### Engine Instance Is Shared
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The platform loads your engine bundle once and reuses it across all game rooms. This means **module-level mutable variables are shared between games**:
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```typescript
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// BAD - shared across all rooms!
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let gameCounter = 0;
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const engine: GameEngine = {
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init(players) {
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gameCounter++; // Will increment across different rooms
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// ...
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},
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};
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// GOOD - all state lives in GameState
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const engine: GameEngine = {
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init(players) {
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return {
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phase: 'playing',
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players: players.map(p => ({ id: p.id })),
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data: { roundNumber: 1 }, // State is per-room
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};
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},
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};
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```
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### Restricted Global Variables
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The following globals are `undefined` in the sandbox:
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| Global | Alternative |
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|--------|-------------|
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| `fetch` | Not available. Engines cannot make network calls. |
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| `process` | Not available. |
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| `globalThis` | Not available. |
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| `global` | Not available. |
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Available built-ins: `Math`, `JSON`, `Date`, `Array`, `Object`, `Map`, `Set`, `Number`, `String`, `Boolean`, `Error`, `TypeError`, `RangeError`, `parseInt`, `parseFloat`, `isNaN`, `isFinite`, `console` (log/error/warn).
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### `require()` Whitelist
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Only the following modules can be required in engine code (all are stubs for compatibility):
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`react`, `react/jsx-runtime`, `react-dom`, `react-dom/client`
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Any other `require()` call will throw an error.
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## Data Flow Diagram
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```
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package/dist/types.d.ts
CHANGED
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on(event: string, handler: (...args: unknown[]) => void): void;
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off(event: string, handler: (...args: unknown[]) => void): void;
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reportResult(result: GameResult): void;
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/**
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* 获取游戏资产的运行时 URL。
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* @param path - 相对于游戏 assets/ 目录的路径,如 "cards/king.png"、"sounds/flip.mp3"
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* @returns 可直接用于 <img src> / <audio src> / fetch() 的完整 URL
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*/
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getAssetUrl(path: string): string;
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}
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//# sourceMappingURL=types.d.ts.map
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package/dist/types.d.ts.map
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package/package.json
CHANGED