@oasiz/sdk 1.2.1 → 1.4.0

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package/README.md CHANGED
@@ -35,12 +35,6 @@ oasiz.triggerHaptic("medium");
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  // 5. Submit score when the game ends
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  oasiz.submitScore(score);
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-
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- // 6. Optionally surface console logs in-game while debugging
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- oasiz.enableLogOverlay({
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- enabled: new URLSearchParams(window.location.search).has("oasizLogs"),
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- collapsed: true,
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- });
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  ```
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  ---
@@ -134,34 +128,6 @@ Haptics are throttled internally (50ms cooldown) to prevent spam.
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  ---
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- ## Debugging
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-
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- ### `oasiz.enableLogOverlay(options?: LogOverlayOptions)`
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-
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- Mount an opt-in in-game console viewer for local debugging, QA sessions, or creator support. It mirrors `console.log`, `console.info`, `console.warn`, `console.error`, and `console.debug` into a floating overlay inside the game iframe. The overlay can be collapsed, repositioned by dragging the top bar, and resized from the bottom-right corner while the action buttons remain clickable.
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-
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- ```ts
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- const logOverlay = oasiz.enableLogOverlay({
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- enabled: new URLSearchParams(window.location.search).has("oasizLogs"),
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- collapsed: true,
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- });
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-
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- console.log("[Boot] Scene ready");
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-
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- // Optional cleanup if your game tears down and remounts
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- logOverlay.destroy();
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- ```
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-
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- Options:
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- - `enabled`: defaults to `true`. Pass your own flag or query-param check here.
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- - `collapsed`: start with only the toggle pill visible.
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- - `maxEntries`: cap retained log lines. Defaults to `200`.
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- - `title`: optional label shown at the top of the panel. Defaults to `SDK Logs`.
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-
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- The returned handle supports `show()`, `hide()`, `clear()`, `isVisible()`, and `destroy()`.
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-
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- ---
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-
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  ## Game state persistence
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  Persist cross-session data such as unlocked levels, inventory, or lifetime stats. State is stored per-user per-game in the Oasiz backend — available across devices and app reinstalls.
@@ -294,12 +260,10 @@ offLeave();
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  ## Multiplayer
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- ### `oasiz.shareRoomCode(code: string | null, options?: { inviteOverride?: boolean })`
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+ ### `oasiz.shareRoomCode(code: string | null)`
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  Notify the platform of the active multiplayer room so friends can join via the invite system. Pass `null` when leaving a room.
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- Set `inviteOverride: true` when your game wants to hide the platform invite pill and render its own invite button/UI. The platform still tracks the room code, but your game owns the invite entry point.
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-
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  ```ts
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  import { insertCoin, getRoomCode } from "playroomkit";
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  import { oasiz } from "@oasiz/sdk";
@@ -311,23 +275,6 @@ oasiz.shareRoomCode(getRoomCode());
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  oasiz.shareRoomCode(null);
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  ```
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- ```ts
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- // Game-owned invite UI: hide the platform pill, keep room tracking
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- oasiz.shareRoomCode(getRoomCode(), { inviteOverride: true });
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- ```
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- If you still want to use the platform invite sheet from your own in-game button, combine it with `openInviteModal()`:
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-
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- ```ts
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- import { openInviteModal, shareRoomCode } from "@oasiz/sdk";
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-
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- shareRoomCode("ABCD", { inviteOverride: true });
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-
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- inviteButton.addEventListener("click", () => {
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- openInviteModal();
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- });
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- ```
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-
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  ### Read-only injected values
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  These are populated by the platform before the game loads. Always check for `undefined` before using.
@@ -361,7 +308,6 @@ import {
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  saveGameState,
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  flushGameState,
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  shareRoomCode,
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- enableLogOverlay,
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  onPause,
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  onResume,
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  onBackButton,
@@ -379,14 +325,7 @@ import {
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  ## TypeScript types
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  ```ts
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- import type {
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- GameState,
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- HapticType,
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- LogOverlayHandle,
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- LogOverlayOptions,
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- ScoreAnchor,
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- ScoreConfig,
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- } from "@oasiz/sdk";
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+ import type { HapticType, ScoreConfig, ScoreAnchor, GameState } from "@oasiz/sdk";
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  ```
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  ---