@littlepartytime/sdk 2.2.3 → 2.3.1
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/GAME_DEV_GUIDE.md +62 -7
- package/dist/index.d.ts +1 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/interfaces.d.ts +6 -0
- package/dist/interfaces.d.ts.map +1 -1
- package/package.json +1 -1
package/GAME_DEV_GUIDE.md
CHANGED
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@@ -86,6 +86,8 @@ const config: GameConfig = {
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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;
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@@ -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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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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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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```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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// 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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Alternatively, Playwright's built-in element screenshot can target the game area directly using the stable test ID:
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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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### Multiplayer Page
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The Play page runs your game with real Socket.IO multiplayer:
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@@ -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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```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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// 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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### 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`:
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@@ -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.
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7.
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6. If `GameConfig.demo` is set, validates that `demo/dist/index.html` exists and uses relative paths (no absolute `src="/..."` or `href="/..."` references)
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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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@@ -598,13 +635,31 @@ The `.zip` upload package contains:
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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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### Demo Site Configuration
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If your game includes a demo site (`GameConfig.demo` is set), the demo SPA will be deployed to a CDN subdirectory (e.g. `games/{gameId}/demo/`). **You must set `base: './'` in the demo's Vite config** to ensure all asset references use relative paths. Absolute paths like `/assets/...` will resolve to the CDN root and cause 404 errors.
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```typescript
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// demo/vite.config.ts
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import { defineConfig } from "vite";
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export default defineConfig({
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base: "./",
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// ... other config
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});
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```
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The `pack` command will check `demo/dist/index.html` for absolute path references and report an error if any are found.
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### Configuration
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The `lpt.config.ts` file configures local development. The `gameId` is a local project identifier used for the zip filename and dev server — it is NOT the platform game ID (the platform assigns that upon upload):
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package/dist/index.d.ts
CHANGED
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@@ -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
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package/dist/index.d.ts.map
CHANGED
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@@ -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"}
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package/dist/interfaces.d.ts
CHANGED
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@@ -18,6 +18,10 @@ export interface GameAssets {
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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;
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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;
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package/dist/interfaces.d.ts.map
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package/package.json
CHANGED