@puzzmo/sdk 1.0.9 → 1.0.11
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/README.md +43 -0
- package/dist/createSimulator-BmeD2jIP.cjs.map +1 -1
- package/dist/createSimulator-D-ln1AMv.js.map +1 -1
- package/dist/index.cjs +1 -1
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.ts +2 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +35 -3
- package/dist/index.js.map +1 -1
- package/dist/keyboard.d.ts +15 -0
- package/dist/keyboard.d.ts.map +1 -0
- package/dist/sdk.d.ts +19 -3
- package/dist/sdk.d.ts.map +1 -1
- package/dist/simulator/views/CtrlView.d.ts.map +1 -1
- package/dist/types.d.ts +164 -1
- package/dist/types.d.ts.map +1 -1
- package/package.json +1 -1
package/dist/types.d.ts
CHANGED
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@@ -189,14 +189,145 @@ export type ThumbnailConfig = {
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renderContext?: "preview" | "share" | "completed" | "timeline";
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viewerMetadata?: any | null;
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};
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/**
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* Configuration for the Puzzmo on-screen keyboard shown on touch devices.
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*
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* Keys in the layout are single characters. Special/action keys should use non-alphabet
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* Unicode characters (e.g. `"⌫"` for backspace, `"↵"` for enter) so they don't conflict
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* with letter input. Map those characters to display labels via `symbols`.
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*
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* @example
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* // Simple QWERTY keyboard — a good starting point for word games
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*
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* const config: KeyboardConfig = {
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* layout: ["qwertyuiop", "asdfghjkl", "↵zxcvbnm⌫", undefined],
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* symbols: { "↵": "Enter", "⌫": "bsp" },
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* highlight: ["↵", "⌫"],
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* disabled: [],
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* xl: [],
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* l: ["↵", "⌫"],
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* supportsDragCursor: false,
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* }
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*
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* @example
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* // Crossword keyboard — complex layout with two panels, direction controls, and drag cursor.
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* // Special characters are used as action key tokens; symbols maps them to display labels.
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* // The "∂" key flips cursor direction; "≤"/"≥" move between cells; "✱" switches panels.
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*
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* const crosswordConfig: KeyboardConfig = {
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* layout: ["qwertyuiop", "∂asdfghjkl⟳", "≤✱zxcvbnm⌫≥"],
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* symbols: {
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* "∂": "flip-down", // switches cursor direction (emitted as key press "∂")
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* "⟳": "flip-across", // alternate direction flip
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* "≤": "prev", // move cursor to previous cell
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* "≥": "next", // move cursor to next cell
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* "✱": "123", // switch to number/rebus panel
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* "⌫": "bsp", // backspace
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* },
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* highlight: ["∂", "⟳", "≤", "≥", "✱", "⌫"],
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* disabled: [],
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* xl: [],
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* l: [],
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* supportsDragCursor: true, // enables the drag-to-position cursor feature
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* }
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*/
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export type KeyboardConfig = {
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/**
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* The key rows to render. Up to 4 rows — pass `undefined` for the 4th row to omit it.
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* Each string is one row; each character is one key. Use non-letter Unicode characters
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* for action keys (backspace, enter, panel-switch, etc.) to avoid input conflicts.
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*
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* Accepts either a 4-tuple `[row1, row2, row3, row4 | undefined]` or a plain array of
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* strings/nulls (null renders an empty row).
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*
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* @example ["qwertyuiop", "asdfghjkl", "↵zxcvbnm⌫", undefined]
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*/
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layout: [string, string, string, string | undefined] | (string | null)[];
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/**
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* Maps action-key tokens to the label string displayed on the key face.
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* The token character is what the game receives in a `keyboardKeyPress` event;
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* the label is purely visual.
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*
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* @example { "⌫": "bsp", "↵": "Enter", "✱": "123" }
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*/
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symbols: Record<string, string>;
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/**
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* Keys that should render with the highlight/accent background color.
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* Typically used for action keys (backspace, enter, direction keys) so they
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* stand out from the letter keys.
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*
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* @example ["↵", "⌫"]
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*/
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highlight: string[];
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/**
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* Keys that are non-interactive and visually dimmed.
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* Update this array dynamically to disable letters that are no longer valid
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* for the current game state (e.g. letters already placed in a word game).
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*
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* @example ["q", "z", "x"] // letters unavailable given current board state
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*/
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disabled: string[];
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/**
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* Keys that should render at extra-large width (~17.85% of the keyboard row).
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* Use for high-priority action keys like spacebar or a main confirm key.
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*
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* @example ["␣"]
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*/
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xl: string[];
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/**
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* Keys that should render at large width (~14.7% of the keyboard row).
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* Use for secondary action keys like Enter and Backspace that need more touch area.
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*
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* @example ["↵", "⌫"]
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*/
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l: string[];
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/**
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* When `true`, the keyboard renders a drag cursor — the player can press-and-hold then
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* drag across the keys to position a cursor before releasing to confirm a character.
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* Listen for `keyboardCursorChange` and `keyboardCursorEnd` events to handle this.
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*
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* Only enable if your game has a spatial input model that benefits from drag-cursor
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* positioning (e.g. selecting a cell in a grid).
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*/
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supportsDragCursor: boolean;
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/**
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* Controls horizontal alignment for each row. Index matches the `layout` row index.
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* Defaults to `"center"` for any row not listed.
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*
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* @example ["center", "center", "end", "center"]
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*/
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rowPositioning?: ("end" | "start" | "center" | undefined)[];
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/**
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* Keys that expand to fill remaining horizontal space in their row (flex-grow).
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* Useful for a spacebar key that should stretch across the bottom row.
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*
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* @example ["␣"]
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*/
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flexGrowSymbols?: string[];
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/**
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* CSS properties applied to every key face. Use for font overrides or color tweaks
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* that apply uniformly across the keyboard.
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*
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* @example { textTransform: "lowercase", color: "#888" }
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*/
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keyStyles?: Record<string, string>;
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/**
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* CSS properties applied to the keyboard container element. Use for positioning or
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* background tweaks that apply to the whole keyboard.
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*/
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kbdStyles?: Record<string, string>;
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};
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/** Messages from the SDK to the host */
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export type MessagesSentFromEmbed = {
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/** Tells the host to send back the bootstrap data (puzzle, theme, gameplay state). Send once on startup via `sdk.gameReady()`. */
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READY: object;
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/** Signals that the game has finished loading and is ready to start. The host will respond with `START_GAME`. */
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READY_GAME_LOADED: {
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state: any;
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gameRuntimeContract: string;
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embedRuntimeContract: string;
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};
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/** Persist the current in-progress game state to the API. Call this after every meaningful player action. */
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UPLOAD_NEW_GAME_STATE: {
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id: string;
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input: {
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@@ -210,23 +341,38 @@ export type MessagesSentFromEmbed = {
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collabUserReferences: string[];
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};
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};
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/** Upload the final completed game state. Triggers scoring, deeds, and augmentations on the host. */
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GAME_COMPLETED: {
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/** The gameplay ID returned from `READY_DATA`. */
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id: string;
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/** See CompleteGamePlayedInput — elapsed time, board state, score, etc. */
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input: any;
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pipelineStats?: any[];
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config?: {
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/** Interesting values from the game used for scoring and stats (e.g. points, time). */
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deeds?: Deed[] | readonly Deed[];
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};
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};
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/** Ask the host to show the post-game completion screen. Send after `GAME_COMPLETED`. */
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SHOW_GAME_COMPLETE_SCREEN: {
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/** @deprecated Components to render in the sidebar — no longer used by the host. */
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results: GameOverMessageUIComponent[];
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/** Whether to show the retry button — currently ignored by the host but good practice to send. */
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showRetry: boolean;
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/** The gameplay object that was sent with `GAME_COMPLETED`. */
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gameplay: GamePlay;
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};
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/** Update the timer display string shown in the host UI. Sent automatically by the SDK every 500ms. */
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TIMER_TICK: {
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display: [string, string];
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};
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/**
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* Sync the authoritative elapsed time to the host. Used for idle detection and co-op collab state.
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* Sent automatically by the SDK every 10 seconds.
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*/
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TIMER_SYNC: number;
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/** Show or update the on-screen keyboard. Pass the full config each time — the host replaces its entire state. To hide, call `sdk.keyboard.hide()`. */
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KEYBOARD_UPDATE_CONFIG: KeyboardConfig;
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/** Notify the host that a named checkpoint was reached (e.g. completing a sub-puzzle or bonus round). */
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HIT_CHECKPOINT: {
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checkpointName: string;
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gameplay: {
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};
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/** Messages from the host to the SDK */
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export type MessagesReceived = {
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/** The bootstrap payload containing puzzle data, theme, and existing gameplay state. Received in response to `READY`. */
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READY_DATA: BootstrapGameData;
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/** Sent by REPLs and dev tooling to reset the game with a revised puzzle string without a full reload. */
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RESET_DATA: {
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data: any;
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};
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/** The player requested a fresh attempt at the same puzzle. Reset all game state and restart. */
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RETRY_PUZZLE: object;
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/** The host is ready — start the game clock and begin accepting player input. */
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START_GAME: undefined;
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/** The host paused the game (e.g. player switched tabs or app moved to background). Freeze input and pause the timer. */
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PAUSE_GAME: object;
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/** The host resumed the game after a pause. Restore input and resume the timer. */
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RESUME_GAME: object;
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/** The player changed a game setting. The payload is the full updated settings object for this game. */
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SETTINGS_UPDATE: any;
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/** A key on the on-screen keyboard was tapped. `key` is the raw character token from the layout. */
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KEYBOARD_KEY_PRESS: {
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key: string;
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};
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/** The drag cursor moved to a new position while the player holds on the keyboard. Only fires when `supportsDragCursor` is `true`. */
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KEYBOARD_CURSOR_CHANGE: {
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position: [number, number];
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};
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/** The player lifted their finger, ending a drag-cursor gesture. Only fires when `supportsDragCursor` is `true`. */
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KEYBOARD_CURSOR_END: object;
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};
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//# sourceMappingURL=types.d.ts.map
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package/dist/types.d.ts.map
CHANGED
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1
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-
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