@littlepartytime/sdk 2.2.2 → 2.3.0

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 CHANGED
@@ -23,10 +23,10 @@ my-game/
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  ├── vitest.config.ts # Test configuration
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  ├── tsconfig.json
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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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- │ ├── splash.png # 9:21 (360x840+) - loading screen
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+ │ ├── icon.png # 1:1 (512x512+) - game list icon
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+ │ ├── banner.webp # 16:9 (1280x720+) - lobby banner
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+ │ ├── cover.webp # 21:9 (1260x540+) - store/featured cover
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+ │ ├── splash.webp # 9:21 (1080x2520+) - loading screen
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  │ ├── cards/ # Custom game assets (optional)
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  │ │ ├── king.png
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  │ │ └── queen.png
@@ -76,16 +76,18 @@ const config: GameConfig = {
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  name: "My Game", // Display name (Chinese preferred for CN users)
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  description: "...", // Brief description
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  assets: {
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- icon: "assets/icon.png", // 1:1 game list icon
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- banner: "assets/banner.png", // 16:9 lobby banner
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- cover: "assets/cover.png", // 21:9 store/featured cover
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- splash: "assets/splash.png", // 9:21 loading screen
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+ icon: "assets/icon.png", // 1:1 (512x512+), PNG recommended
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+ banner: "assets/banner.webp", // 16:9 (1280x720+), WebP recommended
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+ cover: "assets/cover.webp", // 21:9 (1260x540+), WebP recommended
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+ splash: "assets/splash.webp", // 9:21 (1080x2520+), WebP recommended
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  },
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  minPlayers: 2,
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  maxPlayers: 6,
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  tags: ["strategy", "card"],
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  version: "1.0.0",
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  sdkVersion: "2.0.0",
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+ // Optional: include a demo site in the game package
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+ // demo: { title: "My Game — Demo" },
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  };
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  export default config;
@@ -430,9 +432,33 @@ Features:
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  - **Action log**: See all actions sent by players in real-time
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  - **Game over detection**: Automatically detects when `isGameOver()` returns true and displays results
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  - **Reset**: Re-initialize the game at any time
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+ - **Screenshot**: Capture the game content area (without the phone frame) as a PNG file
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  This enables a rapid development cycle: **edit code -> refresh browser -> test immediately**.
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+ ### Screenshot
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+
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+ A **Screenshot** button floats at the bottom of the phone frame on the Preview page. Clicking it captures the game's safe area (390×751 px, 2× retina resolution) as a PNG and downloads it immediately. The phone bezel, Dynamic Island, and Home Indicator are excluded.
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+
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+ The same capture function is also exposed as a JavaScript API on the page, so LLMs and Playwright scripts can call it programmatically:
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+
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+ ```javascript
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+ // Via Playwright evaluate (e.g. in a test or from an AI agent):
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+ const dataUrl = await page.evaluate(() => window.__devkit__.captureScreen());
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+ // dataUrl is a "data:image/png;base64,..." string — pass it to a vision model or save it.
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+
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+ // Save to file in Node.js:
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+ const base64 = dataUrl.replace(/^data:image\/png;base64,/, '');
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+ fs.writeFileSync('screenshot.png', Buffer.from(base64, 'base64'));
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+ ```
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+
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+ Alternatively, Playwright's built-in element screenshot can target the game area directly using the stable test ID:
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+
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+ ```javascript
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+ const el = page.getByTestId('game-screen');
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+ await el.screenshot({ path: 'screenshot.png' });
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+ ```
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+
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  ### Multiplayer Page
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  The Play page runs your game with real Socket.IO multiplayer:
@@ -535,6 +561,16 @@ await preview.startGame(); // Host clicks "Start Game"
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  await preview.stop(); // Clean up browser + server
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  ```
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+ To capture a screenshot of the game area during a test, use either approach:
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+
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+ ```typescript
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+ // Option A: via window.__devkit__ (returns base64 data URL)
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+ const dataUrl = await page.evaluate(() => window.__devkit__.captureScreen());
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+
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+ // Option B: via Playwright element screenshot (saves directly to file)
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+ await page.getByTestId('game-screen').screenshot({ path: 'screenshot.png' });
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+ ```
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+
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  ### Excluding E2E Tests from Unit Test Runs
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  E2E tests are slower and require playwright. Exclude them from the default `vitest run`:
@@ -572,8 +608,9 @@ This command:
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  3. Reads `GameConfig` from the built engine to extract metadata
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  4. Validates the required image assets (format, dimensions, aspect ratio)
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  5. Validates `rules.md` exists and is non-empty
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- 6. Generates `manifest.json` from your config
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- 7. Creates a `.zip` file in the `dist/` directory containing code, manifest, rules, and images
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+ 6. If `GameConfig.demo` is set, validates that `demo/dist/index.html` exists
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+ 7. Generates `manifest.json` from your config
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+ 8. Creates a `.zip` file in the `dist/` directory containing code, manifest, rules, images, and optional demo site
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  ### Build Output
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@@ -594,15 +631,17 @@ The `.zip` upload package contains:
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  ├── rules.md # Game rules
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  ├── bundle.js # Client-side bundle
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  ├── engine.cjs # Server-side engine
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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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- ├── 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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+ ├── icon.png|.webp # 1:1 game icon
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+ ├── banner.png|.webp # 16:9 banner
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+ ├── cover.png|.webp # 21:9 cover
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+ ├── splash.png|.webp # 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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+ └── demo/ # Demo site (optional, only if GameConfig.demo is set)
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+ └── index.html
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  ```
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  ### Configuration
@@ -657,21 +696,21 @@ export default defineConfig({
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  Every game must include 4 images in the `assets/` directory. These are validated and packaged by the `pack` command.
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- | Image | Aspect Ratio | Min Size | Purpose |
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- |-------|-------------|----------|---------|
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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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- | `splash.png` | 9:21 | 360x840 | Loading/splash screen |
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+ | Image | Aspect Ratio | Recommended Size | Purpose |
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+ |-------|-------------|-----------------|---------|
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+ | `icon.png` | 1:1 | 512x512 | Game list icon |
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+ | `banner.png` or `.webp` | 16:9 | 1280x720 | Lobby banner |
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+ | `cover.png` or `.webp` | 21:9 | 1260x540 | Store/featured cover |
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+ | `splash.png` or `.webp` | 9:21 | 1080x2520 | Loading/splash screen |
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  **Rules:**
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- - **Formats**: PNG or WebP only
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+ - **Formats**: PNG or WebP only. Recommendation: use PNG for icon (small, sharp edges), WebP for banner/cover/splash (photo-like content, 60-80% smaller than PNG)
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  - **Aspect ratio**: Must match exactly (1% tolerance)
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- - **Minimum dimensions**: Must meet or exceed the minimum size
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- - **File size**: Warning if any image exceeds 2MB
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- - **Paths**: Referenced in `GameConfig.assets` as relative paths from the project root
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+ - **Dimensions**: Must meet or exceed the recommended size. Exact match preferred; larger with correct ratio also accepted
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+ - **File size**: Warning if any image exceeds 2MB (WebP typically avoids this even at splash resolution)
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+ - **Paths**: Referenced in `GameConfig.assets` as relative paths from the project root (e.g., `"assets/banner.webp"`)
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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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+ The `pack` command reads these images, validates them, and includes them in the zip with canonical names (`icon`, `banner`, `cover`, `splash`) preserving the original file extension (`.png` or `.webp`).
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  ### Custom Game Assets
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@@ -679,10 +718,10 @@ For assets used inside your game UI (card images, sound effects, fonts, etc.), p
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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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+ ├── icon.png # Platform display images (root level, required, .png or .webp)
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+ ├── banner.webp
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+ ├── cover.webp
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+ ├── splash.webp
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  ├── cards/ # Custom game assets (subdirectories)
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  │ ├── king.png
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  │ └── queen.png
@@ -897,8 +936,39 @@ Use these CSS variables in your inline styles for consistent theming:
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  | Border | `--border-default` | `border: "1px solid var(--border-default)"` |
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  | Success | `--success` | `color: "var(--success)"` |
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  | Error | `--error` | `color: "var(--error)"` |
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+ | Body font (sans-serif) | `--font-body` | `fontFamily: "var(--font-body)"` |
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+ | Serif font | `--font-serif` | `fontFamily: "var(--font-serif)"` |
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  | Display font | `--font-display` | `fontFamily: "var(--font-display)"` |
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- | Body font | `--font-body` | `fontFamily: "var(--font-body)"` |
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+
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+ ### Platform Fonts
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+
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+ The platform self-hosts **Noto Sans SC** (sans-serif) and **Noto Serif SC** (serif) via `next/font/google`, available to all games inside the sandbox container.
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+
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+ | CSS Variable | Font | Type |
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+ |---|---|---|
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+ | `--font-body` | Noto Sans SC | sans-serif (default — inherited automatically) |
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+ | `--font-serif` | Noto Serif SC | serif |
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+ | `--font-display` | Comfortaa | display / title |
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+
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+ Games inherit `--font-body` (Noto Sans SC) by default — no action needed for sans-serif text.
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+ To use the serif font:
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+
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+ ```tsx
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+ <p style={{ fontFamily: "var(--font-serif)" }}>衬线体文本</p>
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+ ```
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+
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+ **Do NOT reference fonts by name.** The platform uses hashed `font-family` names internally, so literal font names will not match the self-hosted font files:
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+ ```css
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+ /* ✅ Works */
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+ font-family: var(--font-body);
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+ font-family: var(--font-serif);
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+
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+ /* ❌ Does NOT work — won't match the self-hosted font */
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+ font-family: 'Noto Sans SC', sans-serif;
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+ font-family: 'Noto Serif SC', serif;
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+ ```
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  ## Platform Runtime Constraints
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package/dist/index.d.ts CHANGED
@@ -1,3 +1,3 @@
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  export type { Player, GameAction, GameResult, Platform, HapticImpactStyle, HapticNotificationType, DeviceTilt, DeviceCapabilities, } from './types';
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- export type { PlayerState, GameState, GameAssets, GameConfig, GameEngine, GameRendererProps } from './interfaces';
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+ export type { PlayerState, GameState, GameAssets, GameDemo, GameConfig, GameEngine, GameRendererProps } from './interfaces';
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  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
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+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,YAAY,EACV,MAAM,EACN,UAAU,EACV,UAAU,EACV,QAAQ,EACR,iBAAiB,EACjB,sBAAsB,EACtB,UAAU,EACV,kBAAkB,GACnB,MAAM,SAAS,CAAC;AACjB,YAAY,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,iBAAiB,EAAE,MAAM,cAAc,CAAC"}
@@ -9,15 +9,19 @@ export interface GameState {
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  data: Record<string, unknown>;
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  }
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  export interface GameAssets {
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- /** 1:1 game list icon (relative path from project root, .png or .webp) */
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+ /** 1:1 game list icon (512x512+ recommended, .png or .webp) */
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  icon: string;
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- /** 16:9 lobby banner */
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+ /** 16:9 lobby banner (1280x720+ recommended, .png or .webp) */
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  banner: string;
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- /** 21:9 store/featured cover */
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+ /** 21:9 store/featured cover (1260x540+ recommended, .png or .webp) */
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  cover: string;
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- /** 9:21 loading/splash screen */
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+ /** 9:21 loading/splash screen (1080x2520+ recommended, .png or .webp) */
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  splash: string;
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  }
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+ export interface GameDemo {
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+ /** Title shown on the demo page (e.g. "奶酪大盗 — 游戏演示") */
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+ title: string;
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+ }
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  export interface GameConfig {
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  name: string;
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  description: string;
@@ -28,6 +32,8 @@ export interface GameConfig {
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  version: string;
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  sdkVersion: string;
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  price?: number;
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+ /** Optional demo site metadata. When present, `lpt-dev-kit pack` will look for `demo/dist/` and include it in the ZIP. */
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+ demo?: GameDemo;
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  }
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  export interface GameEngine {
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  init(players: Player[], options?: Record<string, unknown>): GameState;
@@ -1 +1 @@
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@littlepartytime/sdk",
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- "version": "2.2.2",
3
+ "version": "2.3.0",
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4
  "description": "Game SDK for Little Party Time platform - type definitions and testing utilities",
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5
  "main": "./dist/index.js",
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  "types": "./dist/index.d.ts",