@remix-gg/sdk 0.4.3 → 0.5.2

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 CHANGED
@@ -148,9 +148,9 @@ When an item is purchased multiple times, that slug appears multiple times in th
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  Get the player's inventory as slug + quantity entries, derived from `purchasedItems`.
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- #### `sdk.storeItems: StoreItem[]`
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+ #### `sdk.shopItems: ShopItem[]`
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- Get the list of purchasable store items available for the current game session.
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+ Get the list of shop items available for the current game session.
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  #### `sdk.hasItem(item: string): boolean`
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@@ -172,15 +172,15 @@ Parameters:
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  Returns:
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  - The purchase count for that item (0 when never purchased)
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- #### `sdk.getStoreItem(slug: string): StoreItem | undefined`
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+ #### `sdk.getShopItem(slug: string): ShopItem | undefined`
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- Get a specific store item by slug.
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+ Get a specific shop item by slug.
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  Parameters:
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- - `slug`: The store item slug to look up (string)
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+ - `slug`: The shop item slug to look up (string)
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  Returns:
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- - The matching `StoreItem` object when found, otherwise `undefined`
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+ - The matching `ShopItem` object when found, otherwise `undefined`
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  #### `sdk.gameInfo: GameInfo | undefined`
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package/dist/index.d.ts CHANGED
@@ -5,6 +5,13 @@ declare global {
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  }
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  }
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  type ViewContext = 'feed' | 'full_screen' | 'challenge' | 'tournament';
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+ type SafeAreaInset = {
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+ top: number;
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+ right: number;
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+ bottom: number;
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+ left: number;
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+ };
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+ declare const ZERO_SAFE_AREA_INSET: SafeAreaInset;
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  type GameState = Record<string, unknown>;
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  type Player = {
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  id: string;
@@ -16,7 +23,7 @@ type InventoryItem = {
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  slug: string;
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  quantity: number;
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  };
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- type StoreItem = {
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+ type ShopItem = {
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  slug: string;
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  name: string;
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  itemType?: string;
@@ -28,8 +35,9 @@ type StoreItem = {
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  type GameInfo = {
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  players: Player[];
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  player: Player;
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- storeItems?: StoreItem[];
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+ shopItems?: ShopItem[];
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  viewContext: ViewContext;
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+ contentSafeAreaInset: SafeAreaInset;
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  initialGameState: {
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  id: string;
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  gameState: GameState;
@@ -153,7 +161,7 @@ declare class RemixSDK {
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  setTarget(target: Window): void;
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  get purchasedItems(): string[];
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  get inventory(): InventoryItem[];
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- get storeItems(): StoreItem[];
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+ get shopItems(): ShopItem[];
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  get gameInfo(): GameInfo | undefined;
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  get gameState(): GameState | null | undefined;
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  get players(): Player[] | undefined;
@@ -165,7 +173,7 @@ declare class RemixSDK {
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  hapticFeedback: () => void;
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  hasItem: (item: string) => boolean;
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  getItemPurchaseCount: (item: string) => number;
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- getStoreItem: (slug: string) => StoreItem | undefined;
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+ getShopItem: (slug: string) => ShopItem | undefined;
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  singlePlayer: {
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  actions: {
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  ready: () => Promise<GameInfo>;
@@ -196,4 +204,4 @@ declare class RemixSDK {
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  }
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  declare const sdk: RemixSDK;
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- export { type GameErrorEvent, type GameEvent, type GameEventMessage, type GameInfo, type GameInfoEvent, type GameState, type GameStateUpdatedEvent, type HapticFeedbackEvent, type IncomingGameEvent, type InventoryItem, type MultiplayerGameOverEvent, type MultiplayerSaveGameStateEvent, type OutgoingGameEvent, type PlayAgainEvent, type Player, type PurchaseCompleteEvent, type PurchaseEvent, type ReadyEvent, type RefuteGameStateEvent, RemixSDK, type SaveGameStateEvent, type SinglePlayerGameOverEvent, type StoreItem, type ToggleMuteEvent, type ViewContext, sdk };
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+ export { type GameErrorEvent, type GameEvent, type GameEventMessage, type GameInfo, type GameInfoEvent, type GameState, type GameStateUpdatedEvent, type HapticFeedbackEvent, type IncomingGameEvent, type InventoryItem, type MultiplayerGameOverEvent, type MultiplayerSaveGameStateEvent, type OutgoingGameEvent, type PlayAgainEvent, type Player, type PurchaseCompleteEvent, type PurchaseEvent, type ReadyEvent, type RefuteGameStateEvent, RemixSDK, type SafeAreaInset, type SaveGameStateEvent, type ShopItem, type SinglePlayerGameOverEvent, type ToggleMuteEvent, type ViewContext, ZERO_SAFE_AREA_INSET, sdk };
package/dist/index.js CHANGED
@@ -31,8 +31,15 @@
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  var exports_src = {};
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  __export(exports_src, {
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  sdk: () => sdk,
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+ ZERO_SAFE_AREA_INSET: () => ZERO_SAFE_AREA_INSET,
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  RemixSDK: () => RemixSDK
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  });
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+ var ZERO_SAFE_AREA_INSET = {
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+ top: 0,
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+ right: 0,
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+ bottom: 0,
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+ left: 0
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+ };
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  class RemixSDK {
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  isClient;
@@ -89,8 +96,8 @@
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  }
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  return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }));
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  }
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- get storeItems() {
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- return this._gameInfo?.storeItems || [];
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+ get shopItems() {
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+ return this._gameInfo?.shopItems || [];
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  }
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  get gameInfo() {
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  return this._gameInfo;
@@ -134,8 +141,8 @@
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  const inventoryItem = this.inventory.find((entry) => entry.slug === item);
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  return inventoryItem?.quantity || 0;
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  };
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- getStoreItem = (slug) => {
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- return this.storeItems.find((item) => item.slug === slug);
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+ getShopItem = (slug) => {
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+ return this.shopItems.find((item) => item.slug === slug);
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  };
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  singlePlayer = {
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  actions: {
@@ -248,4 +255,4 @@
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  }
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  })();
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- //# debugId=C6C853AC9CA67D5364756E2164756E21
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+ //# debugId=70183338EC748DF064756E2164756E21
package/dist/index.js.map CHANGED
@@ -2,9 +2,9 @@
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  "version": 3,
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  "sources": ["../src/index.ts"],
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  "sourcesContent": [
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- "declare global {\n interface Window {\n FarcadeSDK: typeof sdk\n RemixSDK: typeof sdk\n }\n}\n\nexport type ViewContext = 'feed' | 'full_screen' | 'challenge' | 'tournament'\n\nexport type GameState = Record<string, unknown>\n\nexport type Player = {\n id: string\n name: string\n purchasedItems: string[]\n imageUrl?: string\n}\n\nexport type InventoryItem = {\n slug: string\n quantity: number\n}\n\nexport type StoreItem = {\n slug: string\n name: string\n itemType?: string\n bitsCost?: number | null\n description?: string | null\n iconUrl?: string | null\n tier?: number | null\n}\n\nexport type GameInfo = {\n players: Player[]\n player: Player\n storeItems?: StoreItem[]\n viewContext: ViewContext\n initialGameState: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type ReadyEvent = {\n type: 'ready'\n data: undefined\n}\n\nexport type PlayAgainEvent = {\n type: 'play_again'\n data: undefined\n}\n\nexport type SinglePlayerGameOverEvent = {\n type: 'game_over'\n data: {\n score: number\n }\n}\n\nexport type MultiplayerGameOverEvent = {\n type: 'multiplayer_game_over'\n data: {\n scores: {\n playerId: string\n score: number\n }[]\n }\n}\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data: undefined\n}\n\nexport type ToggleMuteEvent = {\n type: 'toggle_mute'\n data: {\n isMuted: boolean\n }\n}\n\nexport type GameErrorEvent = {\n type: 'error'\n data: {\n message: string\n source?: string\n lineno?: number\n colno?: number\n error?: Error\n }\n}\n\nexport type GameInfoEvent = {\n type: 'game_info'\n data: GameInfo\n}\n\nexport type MultiplayerSaveGameStateEvent = {\n type: 'multiplayer_save_game_state'\n data: {\n gameState: GameState\n alertUserIds?: string[]\n }\n}\n\nexport type GameStateUpdatedEvent = {\n type: 'game_state_updated'\n data: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type RefuteGameStateEvent = {\n type: 'refute_game_state'\n data: {\n gameStateId: string\n }\n}\n\nexport type SaveGameStateEvent = {\n type: 'save_game_state'\n data: {\n gameState: GameState\n }\n}\n\nexport type PurchaseEvent = {\n type: 'purchase'\n data: {\n item: string\n }\n}\n\nexport type PurchaseCompleteEvent = {\n type: 'purchase_complete'\n data: {\n success: boolean\n item?: string\n }\n}\n\nexport type GameEvent =\n | PlayAgainEvent\n | SinglePlayerGameOverEvent\n | ReadyEvent\n | HapticFeedbackEvent\n | ToggleMuteEvent\n | GameErrorEvent\n | SaveGameStateEvent\n | RefuteGameStateEvent\n | GameInfoEvent\n | GameStateUpdatedEvent\n | MultiplayerGameOverEvent\n | MultiplayerSaveGameStateEvent\n | PurchaseEvent\n | PurchaseCompleteEvent\n\nexport type GameEventMessage<T extends GameEvent['type']> = {\n type: 'game_event'\n event: Extract<GameEvent, { type: T }>\n}\n\n/**\n * Messages from the game host to the game client\n */\nexport type IncomingGameEvent = GameEventMessage<\n 'play_again' | 'toggle_mute' | 'game_info' | 'game_state_updated' | 'purchase_complete'\n>\n\nexport type OutgoingGameEvent = GameEventMessage<\n | 'game_over'\n | 'ready'\n | 'haptic_feedback'\n | 'error'\n | 'save_game_state'\n | 'refute_game_state'\n | 'multiplayer_game_over'\n | 'multiplayer_save_game_state'\n | 'purchase'\n>\n\ntype EventCallback = (data: unknown) => void\n\nexport class RemixSDK {\n private isClient: boolean\n private target: Window | null = null\n private eventListeners: Map<string, Set<EventCallback>> = new Map()\n private readyPromiseResolve: ((gameInfo: GameInfo) => void) | null = null\n private purchasePromiseResolve: ((data: PurchaseCompleteEvent['data']) => void) | null = null\n private _gameInfo?: GameInfo\n private _gameState?: GameState | null\n\n constructor() {\n this.isClient = typeof window !== 'undefined'\n this.target = this.isClient ? window.parent : null\n\n if (this.isClient) {\n window.addEventListener('message', this.handleMessage)\n\n // Set up global error handler\n window.addEventListener('error', this.handleGlobalError)\n window.addEventListener('unhandledrejection', this.handleUnhandledRejection)\n\n // send the ready message to the game host\n this.sendMessage('ready', undefined)\n }\n }\n\n on(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n if (!this.eventListeners.has(eventType)) {\n this.eventListeners.set(eventType, new Set())\n }\n this.eventListeners.get(eventType)?.add(callback)\n }\n\n off(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n this.eventListeners.get(eventType)?.delete(callback)\n }\n\n // explicitly named event listeners for better understanding and type safety\n onPlayAgain(callback: () => void) {\n this.on('play_again', () => callback())\n }\n\n onToggleMute(callback: (data: ToggleMuteEvent['data']) => void) {\n this.on('toggle_mute', (data) => callback(data as ToggleMuteEvent['data']))\n }\n\n onGameStateUpdated(callback: (data: GameStateUpdatedEvent['data']) => void) {\n this.on('game_state_updated', (data) => callback(data as GameStateUpdatedEvent['data']))\n }\n\n onGameInfo(callback: (data: GameInfoEvent['data']) => void) {\n this.on('game_info', (data) => callback(data as GameInfoEvent['data']))\n }\n\n onPurchaseComplete(callback: (data: PurchaseCompleteEvent['data']) => void) {\n this.on('purchase_complete', (data) => callback(data as PurchaseCompleteEvent['data']))\n }\n // end of explicitly named event listeners\n\n setTarget(target: Window) {\n this.target = target\n }\n\n get purchasedItems(): string[] {\n return this._gameInfo?.player.purchasedItems || []\n }\n\n get inventory(): InventoryItem[] {\n const counts = new Map<string, number>()\n for (const item of this.purchasedItems) {\n counts.set(item, (counts.get(item) || 0) + 1)\n }\n return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }))\n }\n\n get storeItems(): StoreItem[] {\n return this._gameInfo?.storeItems || []\n }\n\n get gameInfo(): GameInfo | undefined {\n return this._gameInfo\n }\n\n get gameState(): GameState | null | undefined {\n return this._gameState\n }\n\n get players(): Player[] | undefined {\n return this._gameInfo?.players\n }\n\n get player(): Player | undefined {\n return this._gameInfo?.player\n }\n\n get isReady(): boolean {\n return !!this._gameInfo\n }\n\n ready = (): Promise<GameInfo> => {\n // if the game info is already set, return it immediately\n if (this._gameInfo) {\n return Promise.resolve(this._gameInfo)\n }\n\n // internal promise allows Remix to return GameInfo as a response to the ready message\n return new Promise((resolve) => {\n this.readyPromiseResolve = resolve\n })\n }\n\n purchase = (data: PurchaseEvent['data']): Promise<PurchaseCompleteEvent['data']> => {\n this.sendMessage('purchase', data)\n\n // internal promise allows Remix to return PurchaseCompleteEvent data as a response to the purchase message\n return new Promise((resolve) => {\n this.purchasePromiseResolve = resolve\n })\n }\n\n reportError = (data: GameErrorEvent['data']) => {\n this.sendMessage('error', data)\n }\n\n hapticFeedback = () => {\n this.sendMessage('haptic_feedback', undefined)\n }\n\n hasItem = (item: string): boolean => {\n return this.getItemPurchaseCount(item) > 0\n }\n\n getItemPurchaseCount = (item: string): number => {\n const inventoryItem = this.inventory.find((entry) => entry.slug === item)\n return inventoryItem?.quantity || 0\n }\n\n getStoreItem = (slug: string): StoreItem | undefined => {\n return this.storeItems.find((item) => item.slug === slug)\n }\n\n singlePlayer = {\n actions: {\n ready: this.ready,\n hapticFeedback: this.hapticFeedback,\n reportError: this.reportError,\n purchase: this.purchase,\n gameOver: (data: SinglePlayerGameOverEvent['data']) => {\n this.sendMessage('game_over', data)\n },\n saveGameState: (data: SaveGameStateEvent['data']) => {\n this.sendMessage('save_game_state', data)\n },\n },\n }\n\n multiplayer = {\n actions: {\n ...this.singlePlayer.actions,\n gameOver: (data: MultiplayerGameOverEvent['data']) => {\n this.sendMessage('multiplayer_game_over', data)\n },\n refuteGameState: (data: RefuteGameStateEvent['data']) => {\n this.sendMessage('refute_game_state', data)\n },\n saveGameState: (data: MultiplayerSaveGameStateEvent['data']) => {\n this.sendMessage('multiplayer_save_game_state', data)\n },\n },\n }\n\n private emit(eventType: IncomingGameEvent['event']['type'], data: unknown) {\n // Handle game_info specially to resolve the ready promise\n if (eventType === 'game_info') {\n const eventData = data as GameInfoEvent['data']\n this._gameInfo = eventData\n\n // Set the game state if it exists and is not already set\n if (!this._gameState && eventData.initialGameState) {\n this._gameState = eventData.initialGameState.gameState\n }\n\n if (this.readyPromiseResolve) {\n this.readyPromiseResolve(this._gameInfo)\n this.readyPromiseResolve = null\n }\n }\n\n // Handle purchase_complete specially to resolve the purchase promise\n if (eventType === 'purchase_complete') {\n const eventData = data as PurchaseCompleteEvent['data']\n\n if (eventData.success && eventData.item && this._gameInfo?.player) {\n this.applyPurchaseToCurrentPlayer(eventData.item)\n }\n\n if (this.purchasePromiseResolve) {\n this.purchasePromiseResolve(eventData)\n this.purchasePromiseResolve = null\n }\n }\n\n if (eventType === 'game_state_updated') {\n const eventData = data as GameStateUpdatedEvent['data']\n if (eventData) {\n this._gameState = eventData.gameState\n } else {\n this._gameState = null\n }\n }\n\n for (const callback of this.eventListeners.get(eventType) || []) {\n callback(data)\n }\n }\n\n private handleMessage = (event: MessageEvent<IncomingGameEvent>) => {\n if (event.data?.type !== 'game_event') return\n\n this.emit(event.data.event.type, event.data.event.data)\n }\n\n private sendMessage = <T extends GameEvent['type']>(\n type: T,\n data: Extract<GameEvent, { type: T }>['data'],\n ) => {\n if (!this.isClient || !this.target) return\n const gameEvent = { type: 'game_event', event: { type, data } } as GameEventMessage<T>\n this.target.postMessage(gameEvent, '*')\n }\n\n private handleGlobalError = (event: globalThis.ErrorEvent) => {\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: event.message || 'Unknown error',\n source: event.filename,\n lineno: event.lineno,\n colno: event.colno,\n error: event.error,\n })\n }\n\n private handleUnhandledRejection = (event: PromiseRejectionEvent) => {\n const error = event.reason instanceof Error ? event.reason : new Error(String(event.reason))\n\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: error.message,\n error,\n })\n }\n\n private applyPurchaseToCurrentPlayer(item: string) {\n if (!this._gameInfo) return\n\n const currentPlayer = this._gameInfo.player\n\n currentPlayer.purchasedItems = [...currentPlayer.purchasedItems, item]\n\n this._gameInfo.players = this._gameInfo.players.map((player) => {\n if (player.id !== currentPlayer.id) return player\n return {\n ...player,\n purchasedItems: currentPlayer.purchasedItems,\n }\n })\n }\n}\n\n// Initialize and add to window\nexport const sdk = new RemixSDK()\n\n// Add SDK to window object for easier access in HTML games\nif (typeof window !== 'undefined') {\n window.FarcadeSDK = sdk\n window.RemixSDK = sdk\n}\n"
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+ "declare global {\n interface Window {\n FarcadeSDK: typeof sdk\n RemixSDK: typeof sdk\n }\n}\n\nexport type ViewContext = 'feed' | 'full_screen' | 'challenge' | 'tournament'\n\nexport type SafeAreaInset = {\n top: number\n right: number\n bottom: number\n left: number\n}\n\nexport const ZERO_SAFE_AREA_INSET: SafeAreaInset = {\n top: 0,\n right: 0,\n bottom: 0,\n left: 0,\n}\n\nexport type GameState = Record<string, unknown>\n\nexport type Player = {\n id: string\n name: string\n purchasedItems: string[]\n imageUrl?: string\n}\n\nexport type InventoryItem = {\n slug: string\n quantity: number\n}\n\nexport type ShopItem = {\n slug: string\n name: string\n itemType?: string\n bitsCost?: number | null\n description?: string | null\n iconUrl?: string | null\n tier?: number | null\n}\n\nexport type GameInfo = {\n players: Player[]\n player: Player\n shopItems?: ShopItem[]\n viewContext: ViewContext\n contentSafeAreaInset: SafeAreaInset\n initialGameState: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type ReadyEvent = {\n type: 'ready'\n data: undefined\n}\n\nexport type PlayAgainEvent = {\n type: 'play_again'\n data: undefined\n}\n\nexport type SinglePlayerGameOverEvent = {\n type: 'game_over'\n data: {\n score: number\n }\n}\n\nexport type MultiplayerGameOverEvent = {\n type: 'multiplayer_game_over'\n data: {\n scores: {\n playerId: string\n score: number\n }[]\n }\n}\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data: undefined\n}\n\nexport type ToggleMuteEvent = {\n type: 'toggle_mute'\n data: {\n isMuted: boolean\n }\n}\n\nexport type GameErrorEvent = {\n type: 'error'\n data: {\n message: string\n source?: string\n lineno?: number\n colno?: number\n error?: Error\n }\n}\n\nexport type GameInfoEvent = {\n type: 'game_info'\n data: GameInfo\n}\n\nexport type MultiplayerSaveGameStateEvent = {\n type: 'multiplayer_save_game_state'\n data: {\n gameState: GameState\n alertUserIds?: string[]\n }\n}\n\nexport type GameStateUpdatedEvent = {\n type: 'game_state_updated'\n data: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type RefuteGameStateEvent = {\n type: 'refute_game_state'\n data: {\n gameStateId: string\n }\n}\n\nexport type SaveGameStateEvent = {\n type: 'save_game_state'\n data: {\n gameState: GameState\n }\n}\n\nexport type PurchaseEvent = {\n type: 'purchase'\n data: {\n item: string\n }\n}\n\nexport type PurchaseCompleteEvent = {\n type: 'purchase_complete'\n data: {\n success: boolean\n item?: string\n }\n}\n\nexport type GameEvent =\n | PlayAgainEvent\n | SinglePlayerGameOverEvent\n | ReadyEvent\n | HapticFeedbackEvent\n | ToggleMuteEvent\n | GameErrorEvent\n | SaveGameStateEvent\n | RefuteGameStateEvent\n | GameInfoEvent\n | GameStateUpdatedEvent\n | MultiplayerGameOverEvent\n | MultiplayerSaveGameStateEvent\n | PurchaseEvent\n | PurchaseCompleteEvent\n\nexport type GameEventMessage<T extends GameEvent['type']> = {\n type: 'game_event'\n event: Extract<GameEvent, { type: T }>\n}\n\n/**\n * Messages from the game host to the game client\n */\nexport type IncomingGameEvent = GameEventMessage<\n 'play_again' | 'toggle_mute' | 'game_info' | 'game_state_updated' | 'purchase_complete'\n>\n\nexport type OutgoingGameEvent = GameEventMessage<\n | 'game_over'\n | 'ready'\n | 'haptic_feedback'\n | 'error'\n | 'save_game_state'\n | 'refute_game_state'\n | 'multiplayer_game_over'\n | 'multiplayer_save_game_state'\n | 'purchase'\n>\n\ntype EventCallback = (data: unknown) => void\n\nexport class RemixSDK {\n private isClient: boolean\n private target: Window | null = null\n private eventListeners: Map<string, Set<EventCallback>> = new Map()\n private readyPromiseResolve: ((gameInfo: GameInfo) => void) | null = null\n private purchasePromiseResolve: ((data: PurchaseCompleteEvent['data']) => void) | null = null\n private _gameInfo?: GameInfo\n private _gameState?: GameState | null\n\n constructor() {\n this.isClient = typeof window !== 'undefined'\n this.target = this.isClient ? window.parent : null\n\n if (this.isClient) {\n window.addEventListener('message', this.handleMessage)\n\n // Set up global error handler\n window.addEventListener('error', this.handleGlobalError)\n window.addEventListener('unhandledrejection', this.handleUnhandledRejection)\n\n // send the ready message to the game host\n this.sendMessage('ready', undefined)\n }\n }\n\n on(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n if (!this.eventListeners.has(eventType)) {\n this.eventListeners.set(eventType, new Set())\n }\n this.eventListeners.get(eventType)?.add(callback)\n }\n\n off(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n this.eventListeners.get(eventType)?.delete(callback)\n }\n\n // explicitly named event listeners for better understanding and type safety\n onPlayAgain(callback: () => void) {\n this.on('play_again', () => callback())\n }\n\n onToggleMute(callback: (data: ToggleMuteEvent['data']) => void) {\n this.on('toggle_mute', (data) => callback(data as ToggleMuteEvent['data']))\n }\n\n onGameStateUpdated(callback: (data: GameStateUpdatedEvent['data']) => void) {\n this.on('game_state_updated', (data) => callback(data as GameStateUpdatedEvent['data']))\n }\n\n onGameInfo(callback: (data: GameInfoEvent['data']) => void) {\n this.on('game_info', (data) => callback(data as GameInfoEvent['data']))\n }\n\n onPurchaseComplete(callback: (data: PurchaseCompleteEvent['data']) => void) {\n this.on('purchase_complete', (data) => callback(data as PurchaseCompleteEvent['data']))\n }\n // end of explicitly named event listeners\n\n setTarget(target: Window) {\n this.target = target\n }\n\n get purchasedItems(): string[] {\n return this._gameInfo?.player.purchasedItems || []\n }\n\n get inventory(): InventoryItem[] {\n const counts = new Map<string, number>()\n for (const item of this.purchasedItems) {\n counts.set(item, (counts.get(item) || 0) + 1)\n }\n return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }))\n }\n\n get shopItems(): ShopItem[] {\n return this._gameInfo?.shopItems || []\n }\n\n get gameInfo(): GameInfo | undefined {\n return this._gameInfo\n }\n\n get gameState(): GameState | null | undefined {\n return this._gameState\n }\n\n get players(): Player[] | undefined {\n return this._gameInfo?.players\n }\n\n get player(): Player | undefined {\n return this._gameInfo?.player\n }\n\n get isReady(): boolean {\n return !!this._gameInfo\n }\n\n ready = (): Promise<GameInfo> => {\n // if the game info is already set, return it immediately\n if (this._gameInfo) {\n return Promise.resolve(this._gameInfo)\n }\n\n // internal promise allows Remix to return GameInfo as a response to the ready message\n return new Promise((resolve) => {\n this.readyPromiseResolve = resolve\n })\n }\n\n purchase = (data: PurchaseEvent['data']): Promise<PurchaseCompleteEvent['data']> => {\n this.sendMessage('purchase', data)\n\n // internal promise allows Remix to return PurchaseCompleteEvent data as a response to the purchase message\n return new Promise((resolve) => {\n this.purchasePromiseResolve = resolve\n })\n }\n\n reportError = (data: GameErrorEvent['data']) => {\n this.sendMessage('error', data)\n }\n\n hapticFeedback = () => {\n this.sendMessage('haptic_feedback', undefined)\n }\n\n hasItem = (item: string): boolean => {\n return this.getItemPurchaseCount(item) > 0\n }\n\n getItemPurchaseCount = (item: string): number => {\n const inventoryItem = this.inventory.find((entry) => entry.slug === item)\n return inventoryItem?.quantity || 0\n }\n\n getShopItem = (slug: string): ShopItem | undefined => {\n return this.shopItems.find((item) => item.slug === slug)\n }\n\n singlePlayer = {\n actions: {\n ready: this.ready,\n hapticFeedback: this.hapticFeedback,\n reportError: this.reportError,\n purchase: this.purchase,\n gameOver: (data: SinglePlayerGameOverEvent['data']) => {\n this.sendMessage('game_over', data)\n },\n saveGameState: (data: SaveGameStateEvent['data']) => {\n this.sendMessage('save_game_state', data)\n },\n },\n }\n\n multiplayer = {\n actions: {\n ...this.singlePlayer.actions,\n gameOver: (data: MultiplayerGameOverEvent['data']) => {\n this.sendMessage('multiplayer_game_over', data)\n },\n refuteGameState: (data: RefuteGameStateEvent['data']) => {\n this.sendMessage('refute_game_state', data)\n },\n saveGameState: (data: MultiplayerSaveGameStateEvent['data']) => {\n this.sendMessage('multiplayer_save_game_state', data)\n },\n },\n }\n\n private emit(eventType: IncomingGameEvent['event']['type'], data: unknown) {\n // Handle game_info specially to resolve the ready promise\n if (eventType === 'game_info') {\n const eventData = data as GameInfoEvent['data']\n this._gameInfo = eventData\n\n // Set the game state if it exists and is not already set\n if (!this._gameState && eventData.initialGameState) {\n this._gameState = eventData.initialGameState.gameState\n }\n\n if (this.readyPromiseResolve) {\n this.readyPromiseResolve(this._gameInfo)\n this.readyPromiseResolve = null\n }\n }\n\n // Handle purchase_complete specially to resolve the purchase promise\n if (eventType === 'purchase_complete') {\n const eventData = data as PurchaseCompleteEvent['data']\n\n if (eventData.success && eventData.item && this._gameInfo?.player) {\n this.applyPurchaseToCurrentPlayer(eventData.item)\n }\n\n if (this.purchasePromiseResolve) {\n this.purchasePromiseResolve(eventData)\n this.purchasePromiseResolve = null\n }\n }\n\n if (eventType === 'game_state_updated') {\n const eventData = data as GameStateUpdatedEvent['data']\n if (eventData) {\n this._gameState = eventData.gameState\n } else {\n this._gameState = null\n }\n }\n\n for (const callback of this.eventListeners.get(eventType) || []) {\n callback(data)\n }\n }\n\n private handleMessage = (event: MessageEvent<IncomingGameEvent>) => {\n if (event.data?.type !== 'game_event') return\n\n this.emit(event.data.event.type, event.data.event.data)\n }\n\n private sendMessage = <T extends GameEvent['type']>(\n type: T,\n data: Extract<GameEvent, { type: T }>['data'],\n ) => {\n if (!this.isClient || !this.target) return\n const gameEvent = { type: 'game_event', event: { type, data } } as GameEventMessage<T>\n this.target.postMessage(gameEvent, '*')\n }\n\n private handleGlobalError = (event: globalThis.ErrorEvent) => {\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: event.message || 'Unknown error',\n source: event.filename,\n lineno: event.lineno,\n colno: event.colno,\n error: event.error,\n })\n }\n\n private handleUnhandledRejection = (event: PromiseRejectionEvent) => {\n const error = event.reason instanceof Error ? event.reason : new Error(String(event.reason))\n\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: error.message,\n error,\n })\n }\n\n private applyPurchaseToCurrentPlayer(item: string) {\n if (!this._gameInfo) return\n\n const currentPlayer = this._gameInfo.player\n\n currentPlayer.purchasedItems = [...currentPlayer.purchasedItems, item]\n\n this._gameInfo.players = this._gameInfo.players.map((player) => {\n if (player.id !== currentPlayer.id) return player\n return {\n ...player,\n purchasedItems: currentPlayer.purchasedItems,\n }\n })\n }\n}\n\n// Initialize and add to window\nexport const sdk = new RemixSDK()\n\n// Add SDK to window object for easier access in HTML games\nif (typeof window !== 'undefined') {\n window.FarcadeSDK = sdk\n window.RemixSDK = sdk\n}\n"
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8
+ "debugId": "70183338EC748DF064756E2164756E21",
9
9
  "names": []
10
10
  }
package/dist/index.min.js CHANGED
@@ -31,8 +31,15 @@
31
31
  var exports_src = {};
32
32
  __export(exports_src, {
33
33
  sdk: () => sdk,
34
+ ZERO_SAFE_AREA_INSET: () => ZERO_SAFE_AREA_INSET,
34
35
  RemixSDK: () => RemixSDK
35
36
  });
37
+ var ZERO_SAFE_AREA_INSET = {
38
+ top: 0,
39
+ right: 0,
40
+ bottom: 0,
41
+ left: 0
42
+ };
36
43
 
37
44
  class RemixSDK {
38
45
  isClient;
@@ -89,8 +96,8 @@
89
96
  }
90
97
  return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }));
91
98
  }
92
- get storeItems() {
93
- return this._gameInfo?.storeItems || [];
99
+ get shopItems() {
100
+ return this._gameInfo?.shopItems || [];
94
101
  }
95
102
  get gameInfo() {
96
103
  return this._gameInfo;
@@ -134,8 +141,8 @@
134
141
  const inventoryItem = this.inventory.find((entry) => entry.slug === item);
135
142
  return inventoryItem?.quantity || 0;
136
143
  };
137
- getStoreItem = (slug) => {
138
- return this.storeItems.find((item) => item.slug === slug);
144
+ getShopItem = (slug) => {
145
+ return this.shopItems.find((item) => item.slug === slug);
139
146
  };
140
147
  singlePlayer = {
141
148
  actions: {
@@ -248,4 +255,4 @@
248
255
  }
249
256
  })();
250
257
 
251
- //# debugId=A861C36BE6ABDE1864756E2164756E21
258
+ //# debugId=C31B41C03D6E9E7F64756E2164756E21
@@ -2,9 +2,9 @@
2
2
  "version": 3,
3
3
  "sources": ["../src/index.ts"],
4
4
  "sourcesContent": [
5
- "declare global {\n interface Window {\n FarcadeSDK: typeof sdk\n RemixSDK: typeof sdk\n }\n}\n\nexport type ViewContext = 'feed' | 'full_screen' | 'challenge' | 'tournament'\n\nexport type GameState = Record<string, unknown>\n\nexport type Player = {\n id: string\n name: string\n purchasedItems: string[]\n imageUrl?: string\n}\n\nexport type InventoryItem = {\n slug: string\n quantity: number\n}\n\nexport type StoreItem = {\n slug: string\n name: string\n itemType?: string\n bitsCost?: number | null\n description?: string | null\n iconUrl?: string | null\n tier?: number | null\n}\n\nexport type GameInfo = {\n players: Player[]\n player: Player\n storeItems?: StoreItem[]\n viewContext: ViewContext\n initialGameState: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type ReadyEvent = {\n type: 'ready'\n data: undefined\n}\n\nexport type PlayAgainEvent = {\n type: 'play_again'\n data: undefined\n}\n\nexport type SinglePlayerGameOverEvent = {\n type: 'game_over'\n data: {\n score: number\n }\n}\n\nexport type MultiplayerGameOverEvent = {\n type: 'multiplayer_game_over'\n data: {\n scores: {\n playerId: string\n score: number\n }[]\n }\n}\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data: undefined\n}\n\nexport type ToggleMuteEvent = {\n type: 'toggle_mute'\n data: {\n isMuted: boolean\n }\n}\n\nexport type GameErrorEvent = {\n type: 'error'\n data: {\n message: string\n source?: string\n lineno?: number\n colno?: number\n error?: Error\n }\n}\n\nexport type GameInfoEvent = {\n type: 'game_info'\n data: GameInfo\n}\n\nexport type MultiplayerSaveGameStateEvent = {\n type: 'multiplayer_save_game_state'\n data: {\n gameState: GameState\n alertUserIds?: string[]\n }\n}\n\nexport type GameStateUpdatedEvent = {\n type: 'game_state_updated'\n data: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type RefuteGameStateEvent = {\n type: 'refute_game_state'\n data: {\n gameStateId: string\n }\n}\n\nexport type SaveGameStateEvent = {\n type: 'save_game_state'\n data: {\n gameState: GameState\n }\n}\n\nexport type PurchaseEvent = {\n type: 'purchase'\n data: {\n item: string\n }\n}\n\nexport type PurchaseCompleteEvent = {\n type: 'purchase_complete'\n data: {\n success: boolean\n item?: string\n }\n}\n\nexport type GameEvent =\n | PlayAgainEvent\n | SinglePlayerGameOverEvent\n | ReadyEvent\n | HapticFeedbackEvent\n | ToggleMuteEvent\n | GameErrorEvent\n | SaveGameStateEvent\n | RefuteGameStateEvent\n | GameInfoEvent\n | GameStateUpdatedEvent\n | MultiplayerGameOverEvent\n | MultiplayerSaveGameStateEvent\n | PurchaseEvent\n | PurchaseCompleteEvent\n\nexport type GameEventMessage<T extends GameEvent['type']> = {\n type: 'game_event'\n event: Extract<GameEvent, { type: T }>\n}\n\n/**\n * Messages from the game host to the game client\n */\nexport type IncomingGameEvent = GameEventMessage<\n 'play_again' | 'toggle_mute' | 'game_info' | 'game_state_updated' | 'purchase_complete'\n>\n\nexport type OutgoingGameEvent = GameEventMessage<\n | 'game_over'\n | 'ready'\n | 'haptic_feedback'\n | 'error'\n | 'save_game_state'\n | 'refute_game_state'\n | 'multiplayer_game_over'\n | 'multiplayer_save_game_state'\n | 'purchase'\n>\n\ntype EventCallback = (data: unknown) => void\n\nexport class RemixSDK {\n private isClient: boolean\n private target: Window | null = null\n private eventListeners: Map<string, Set<EventCallback>> = new Map()\n private readyPromiseResolve: ((gameInfo: GameInfo) => void) | null = null\n private purchasePromiseResolve: ((data: PurchaseCompleteEvent['data']) => void) | null = null\n private _gameInfo?: GameInfo\n private _gameState?: GameState | null\n\n constructor() {\n this.isClient = typeof window !== 'undefined'\n this.target = this.isClient ? window.parent : null\n\n if (this.isClient) {\n window.addEventListener('message', this.handleMessage)\n\n // Set up global error handler\n window.addEventListener('error', this.handleGlobalError)\n window.addEventListener('unhandledrejection', this.handleUnhandledRejection)\n\n // send the ready message to the game host\n this.sendMessage('ready', undefined)\n }\n }\n\n on(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n if (!this.eventListeners.has(eventType)) {\n this.eventListeners.set(eventType, new Set())\n }\n this.eventListeners.get(eventType)?.add(callback)\n }\n\n off(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n this.eventListeners.get(eventType)?.delete(callback)\n }\n\n // explicitly named event listeners for better understanding and type safety\n onPlayAgain(callback: () => void) {\n this.on('play_again', () => callback())\n }\n\n onToggleMute(callback: (data: ToggleMuteEvent['data']) => void) {\n this.on('toggle_mute', (data) => callback(data as ToggleMuteEvent['data']))\n }\n\n onGameStateUpdated(callback: (data: GameStateUpdatedEvent['data']) => void) {\n this.on('game_state_updated', (data) => callback(data as GameStateUpdatedEvent['data']))\n }\n\n onGameInfo(callback: (data: GameInfoEvent['data']) => void) {\n this.on('game_info', (data) => callback(data as GameInfoEvent['data']))\n }\n\n onPurchaseComplete(callback: (data: PurchaseCompleteEvent['data']) => void) {\n this.on('purchase_complete', (data) => callback(data as PurchaseCompleteEvent['data']))\n }\n // end of explicitly named event listeners\n\n setTarget(target: Window) {\n this.target = target\n }\n\n get purchasedItems(): string[] {\n return this._gameInfo?.player.purchasedItems || []\n }\n\n get inventory(): InventoryItem[] {\n const counts = new Map<string, number>()\n for (const item of this.purchasedItems) {\n counts.set(item, (counts.get(item) || 0) + 1)\n }\n return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }))\n }\n\n get storeItems(): StoreItem[] {\n return this._gameInfo?.storeItems || []\n }\n\n get gameInfo(): GameInfo | undefined {\n return this._gameInfo\n }\n\n get gameState(): GameState | null | undefined {\n return this._gameState\n }\n\n get players(): Player[] | undefined {\n return this._gameInfo?.players\n }\n\n get player(): Player | undefined {\n return this._gameInfo?.player\n }\n\n get isReady(): boolean {\n return !!this._gameInfo\n }\n\n ready = (): Promise<GameInfo> => {\n // if the game info is already set, return it immediately\n if (this._gameInfo) {\n return Promise.resolve(this._gameInfo)\n }\n\n // internal promise allows Remix to return GameInfo as a response to the ready message\n return new Promise((resolve) => {\n this.readyPromiseResolve = resolve\n })\n }\n\n purchase = (data: PurchaseEvent['data']): Promise<PurchaseCompleteEvent['data']> => {\n this.sendMessage('purchase', data)\n\n // internal promise allows Remix to return PurchaseCompleteEvent data as a response to the purchase message\n return new Promise((resolve) => {\n this.purchasePromiseResolve = resolve\n })\n }\n\n reportError = (data: GameErrorEvent['data']) => {\n this.sendMessage('error', data)\n }\n\n hapticFeedback = () => {\n this.sendMessage('haptic_feedback', undefined)\n }\n\n hasItem = (item: string): boolean => {\n return this.getItemPurchaseCount(item) > 0\n }\n\n getItemPurchaseCount = (item: string): number => {\n const inventoryItem = this.inventory.find((entry) => entry.slug === item)\n return inventoryItem?.quantity || 0\n }\n\n getStoreItem = (slug: string): StoreItem | undefined => {\n return this.storeItems.find((item) => item.slug === slug)\n }\n\n singlePlayer = {\n actions: {\n ready: this.ready,\n hapticFeedback: this.hapticFeedback,\n reportError: this.reportError,\n purchase: this.purchase,\n gameOver: (data: SinglePlayerGameOverEvent['data']) => {\n this.sendMessage('game_over', data)\n },\n saveGameState: (data: SaveGameStateEvent['data']) => {\n this.sendMessage('save_game_state', data)\n },\n },\n }\n\n multiplayer = {\n actions: {\n ...this.singlePlayer.actions,\n gameOver: (data: MultiplayerGameOverEvent['data']) => {\n this.sendMessage('multiplayer_game_over', data)\n },\n refuteGameState: (data: RefuteGameStateEvent['data']) => {\n this.sendMessage('refute_game_state', data)\n },\n saveGameState: (data: MultiplayerSaveGameStateEvent['data']) => {\n this.sendMessage('multiplayer_save_game_state', data)\n },\n },\n }\n\n private emit(eventType: IncomingGameEvent['event']['type'], data: unknown) {\n // Handle game_info specially to resolve the ready promise\n if (eventType === 'game_info') {\n const eventData = data as GameInfoEvent['data']\n this._gameInfo = eventData\n\n // Set the game state if it exists and is not already set\n if (!this._gameState && eventData.initialGameState) {\n this._gameState = eventData.initialGameState.gameState\n }\n\n if (this.readyPromiseResolve) {\n this.readyPromiseResolve(this._gameInfo)\n this.readyPromiseResolve = null\n }\n }\n\n // Handle purchase_complete specially to resolve the purchase promise\n if (eventType === 'purchase_complete') {\n const eventData = data as PurchaseCompleteEvent['data']\n\n if (eventData.success && eventData.item && this._gameInfo?.player) {\n this.applyPurchaseToCurrentPlayer(eventData.item)\n }\n\n if (this.purchasePromiseResolve) {\n this.purchasePromiseResolve(eventData)\n this.purchasePromiseResolve = null\n }\n }\n\n if (eventType === 'game_state_updated') {\n const eventData = data as GameStateUpdatedEvent['data']\n if (eventData) {\n this._gameState = eventData.gameState\n } else {\n this._gameState = null\n }\n }\n\n for (const callback of this.eventListeners.get(eventType) || []) {\n callback(data)\n }\n }\n\n private handleMessage = (event: MessageEvent<IncomingGameEvent>) => {\n if (event.data?.type !== 'game_event') return\n\n this.emit(event.data.event.type, event.data.event.data)\n }\n\n private sendMessage = <T extends GameEvent['type']>(\n type: T,\n data: Extract<GameEvent, { type: T }>['data'],\n ) => {\n if (!this.isClient || !this.target) return\n const gameEvent = { type: 'game_event', event: { type, data } } as GameEventMessage<T>\n this.target.postMessage(gameEvent, '*')\n }\n\n private handleGlobalError = (event: globalThis.ErrorEvent) => {\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: event.message || 'Unknown error',\n source: event.filename,\n lineno: event.lineno,\n colno: event.colno,\n error: event.error,\n })\n }\n\n private handleUnhandledRejection = (event: PromiseRejectionEvent) => {\n const error = event.reason instanceof Error ? event.reason : new Error(String(event.reason))\n\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: error.message,\n error,\n })\n }\n\n private applyPurchaseToCurrentPlayer(item: string) {\n if (!this._gameInfo) return\n\n const currentPlayer = this._gameInfo.player\n\n currentPlayer.purchasedItems = [...currentPlayer.purchasedItems, item]\n\n this._gameInfo.players = this._gameInfo.players.map((player) => {\n if (player.id !== currentPlayer.id) return player\n return {\n ...player,\n purchasedItems: currentPlayer.purchasedItems,\n }\n })\n }\n}\n\n// Initialize and add to window\nexport const sdk = new RemixSDK()\n\n// Add SDK to window object for easier access in HTML games\nif (typeof window !== 'undefined') {\n window.FarcadeSDK = sdk\n window.RemixSDK = sdk\n}\n"
5
+ "declare global {\n interface Window {\n FarcadeSDK: typeof sdk\n RemixSDK: typeof sdk\n }\n}\n\nexport type ViewContext = 'feed' | 'full_screen' | 'challenge' | 'tournament'\n\nexport type SafeAreaInset = {\n top: number\n right: number\n bottom: number\n left: number\n}\n\nexport const ZERO_SAFE_AREA_INSET: SafeAreaInset = {\n top: 0,\n right: 0,\n bottom: 0,\n left: 0,\n}\n\nexport type GameState = Record<string, unknown>\n\nexport type Player = {\n id: string\n name: string\n purchasedItems: string[]\n imageUrl?: string\n}\n\nexport type InventoryItem = {\n slug: string\n quantity: number\n}\n\nexport type ShopItem = {\n slug: string\n name: string\n itemType?: string\n bitsCost?: number | null\n description?: string | null\n iconUrl?: string | null\n tier?: number | null\n}\n\nexport type GameInfo = {\n players: Player[]\n player: Player\n shopItems?: ShopItem[]\n viewContext: ViewContext\n contentSafeAreaInset: SafeAreaInset\n initialGameState: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type ReadyEvent = {\n type: 'ready'\n data: undefined\n}\n\nexport type PlayAgainEvent = {\n type: 'play_again'\n data: undefined\n}\n\nexport type SinglePlayerGameOverEvent = {\n type: 'game_over'\n data: {\n score: number\n }\n}\n\nexport type MultiplayerGameOverEvent = {\n type: 'multiplayer_game_over'\n data: {\n scores: {\n playerId: string\n score: number\n }[]\n }\n}\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data: undefined\n}\n\nexport type ToggleMuteEvent = {\n type: 'toggle_mute'\n data: {\n isMuted: boolean\n }\n}\n\nexport type GameErrorEvent = {\n type: 'error'\n data: {\n message: string\n source?: string\n lineno?: number\n colno?: number\n error?: Error\n }\n}\n\nexport type GameInfoEvent = {\n type: 'game_info'\n data: GameInfo\n}\n\nexport type MultiplayerSaveGameStateEvent = {\n type: 'multiplayer_save_game_state'\n data: {\n gameState: GameState\n alertUserIds?: string[]\n }\n}\n\nexport type GameStateUpdatedEvent = {\n type: 'game_state_updated'\n data: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type RefuteGameStateEvent = {\n type: 'refute_game_state'\n data: {\n gameStateId: string\n }\n}\n\nexport type SaveGameStateEvent = {\n type: 'save_game_state'\n data: {\n gameState: GameState\n }\n}\n\nexport type PurchaseEvent = {\n type: 'purchase'\n data: {\n item: string\n }\n}\n\nexport type PurchaseCompleteEvent = {\n type: 'purchase_complete'\n data: {\n success: boolean\n item?: string\n }\n}\n\nexport type GameEvent =\n | PlayAgainEvent\n | SinglePlayerGameOverEvent\n | ReadyEvent\n | HapticFeedbackEvent\n | ToggleMuteEvent\n | GameErrorEvent\n | SaveGameStateEvent\n | RefuteGameStateEvent\n | GameInfoEvent\n | GameStateUpdatedEvent\n | MultiplayerGameOverEvent\n | MultiplayerSaveGameStateEvent\n | PurchaseEvent\n | PurchaseCompleteEvent\n\nexport type GameEventMessage<T extends GameEvent['type']> = {\n type: 'game_event'\n event: Extract<GameEvent, { type: T }>\n}\n\n/**\n * Messages from the game host to the game client\n */\nexport type IncomingGameEvent = GameEventMessage<\n 'play_again' | 'toggle_mute' | 'game_info' | 'game_state_updated' | 'purchase_complete'\n>\n\nexport type OutgoingGameEvent = GameEventMessage<\n | 'game_over'\n | 'ready'\n | 'haptic_feedback'\n | 'error'\n | 'save_game_state'\n | 'refute_game_state'\n | 'multiplayer_game_over'\n | 'multiplayer_save_game_state'\n | 'purchase'\n>\n\ntype EventCallback = (data: unknown) => void\n\nexport class RemixSDK {\n private isClient: boolean\n private target: Window | null = null\n private eventListeners: Map<string, Set<EventCallback>> = new Map()\n private readyPromiseResolve: ((gameInfo: GameInfo) => void) | null = null\n private purchasePromiseResolve: ((data: PurchaseCompleteEvent['data']) => void) | null = null\n private _gameInfo?: GameInfo\n private _gameState?: GameState | null\n\n constructor() {\n this.isClient = typeof window !== 'undefined'\n this.target = this.isClient ? window.parent : null\n\n if (this.isClient) {\n window.addEventListener('message', this.handleMessage)\n\n // Set up global error handler\n window.addEventListener('error', this.handleGlobalError)\n window.addEventListener('unhandledrejection', this.handleUnhandledRejection)\n\n // send the ready message to the game host\n this.sendMessage('ready', undefined)\n }\n }\n\n on(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n if (!this.eventListeners.has(eventType)) {\n this.eventListeners.set(eventType, new Set())\n }\n this.eventListeners.get(eventType)?.add(callback)\n }\n\n off(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n this.eventListeners.get(eventType)?.delete(callback)\n }\n\n // explicitly named event listeners for better understanding and type safety\n onPlayAgain(callback: () => void) {\n this.on('play_again', () => callback())\n }\n\n onToggleMute(callback: (data: ToggleMuteEvent['data']) => void) {\n this.on('toggle_mute', (data) => callback(data as ToggleMuteEvent['data']))\n }\n\n onGameStateUpdated(callback: (data: GameStateUpdatedEvent['data']) => void) {\n this.on('game_state_updated', (data) => callback(data as GameStateUpdatedEvent['data']))\n }\n\n onGameInfo(callback: (data: GameInfoEvent['data']) => void) {\n this.on('game_info', (data) => callback(data as GameInfoEvent['data']))\n }\n\n onPurchaseComplete(callback: (data: PurchaseCompleteEvent['data']) => void) {\n this.on('purchase_complete', (data) => callback(data as PurchaseCompleteEvent['data']))\n }\n // end of explicitly named event listeners\n\n setTarget(target: Window) {\n this.target = target\n }\n\n get purchasedItems(): string[] {\n return this._gameInfo?.player.purchasedItems || []\n }\n\n get inventory(): InventoryItem[] {\n const counts = new Map<string, number>()\n for (const item of this.purchasedItems) {\n counts.set(item, (counts.get(item) || 0) + 1)\n }\n return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }))\n }\n\n get shopItems(): ShopItem[] {\n return this._gameInfo?.shopItems || []\n }\n\n get gameInfo(): GameInfo | undefined {\n return this._gameInfo\n }\n\n get gameState(): GameState | null | undefined {\n return this._gameState\n }\n\n get players(): Player[] | undefined {\n return this._gameInfo?.players\n }\n\n get player(): Player | undefined {\n return this._gameInfo?.player\n }\n\n get isReady(): boolean {\n return !!this._gameInfo\n }\n\n ready = (): Promise<GameInfo> => {\n // if the game info is already set, return it immediately\n if (this._gameInfo) {\n return Promise.resolve(this._gameInfo)\n }\n\n // internal promise allows Remix to return GameInfo as a response to the ready message\n return new Promise((resolve) => {\n this.readyPromiseResolve = resolve\n })\n }\n\n purchase = (data: PurchaseEvent['data']): Promise<PurchaseCompleteEvent['data']> => {\n this.sendMessage('purchase', data)\n\n // internal promise allows Remix to return PurchaseCompleteEvent data as a response to the purchase message\n return new Promise((resolve) => {\n this.purchasePromiseResolve = resolve\n })\n }\n\n reportError = (data: GameErrorEvent['data']) => {\n this.sendMessage('error', data)\n }\n\n hapticFeedback = () => {\n this.sendMessage('haptic_feedback', undefined)\n }\n\n hasItem = (item: string): boolean => {\n return this.getItemPurchaseCount(item) > 0\n }\n\n getItemPurchaseCount = (item: string): number => {\n const inventoryItem = this.inventory.find((entry) => entry.slug === item)\n return inventoryItem?.quantity || 0\n }\n\n getShopItem = (slug: string): ShopItem | undefined => {\n return this.shopItems.find((item) => item.slug === slug)\n }\n\n singlePlayer = {\n actions: {\n ready: this.ready,\n hapticFeedback: this.hapticFeedback,\n reportError: this.reportError,\n purchase: this.purchase,\n gameOver: (data: SinglePlayerGameOverEvent['data']) => {\n this.sendMessage('game_over', data)\n },\n saveGameState: (data: SaveGameStateEvent['data']) => {\n this.sendMessage('save_game_state', data)\n },\n },\n }\n\n multiplayer = {\n actions: {\n ...this.singlePlayer.actions,\n gameOver: (data: MultiplayerGameOverEvent['data']) => {\n this.sendMessage('multiplayer_game_over', data)\n },\n refuteGameState: (data: RefuteGameStateEvent['data']) => {\n this.sendMessage('refute_game_state', data)\n },\n saveGameState: (data: MultiplayerSaveGameStateEvent['data']) => {\n this.sendMessage('multiplayer_save_game_state', data)\n },\n },\n }\n\n private emit(eventType: IncomingGameEvent['event']['type'], data: unknown) {\n // Handle game_info specially to resolve the ready promise\n if (eventType === 'game_info') {\n const eventData = data as GameInfoEvent['data']\n this._gameInfo = eventData\n\n // Set the game state if it exists and is not already set\n if (!this._gameState && eventData.initialGameState) {\n this._gameState = eventData.initialGameState.gameState\n }\n\n if (this.readyPromiseResolve) {\n this.readyPromiseResolve(this._gameInfo)\n this.readyPromiseResolve = null\n }\n }\n\n // Handle purchase_complete specially to resolve the purchase promise\n if (eventType === 'purchase_complete') {\n const eventData = data as PurchaseCompleteEvent['data']\n\n if (eventData.success && eventData.item && this._gameInfo?.player) {\n this.applyPurchaseToCurrentPlayer(eventData.item)\n }\n\n if (this.purchasePromiseResolve) {\n this.purchasePromiseResolve(eventData)\n this.purchasePromiseResolve = null\n }\n }\n\n if (eventType === 'game_state_updated') {\n const eventData = data as GameStateUpdatedEvent['data']\n if (eventData) {\n this._gameState = eventData.gameState\n } else {\n this._gameState = null\n }\n }\n\n for (const callback of this.eventListeners.get(eventType) || []) {\n callback(data)\n }\n }\n\n private handleMessage = (event: MessageEvent<IncomingGameEvent>) => {\n if (event.data?.type !== 'game_event') return\n\n this.emit(event.data.event.type, event.data.event.data)\n }\n\n private sendMessage = <T extends GameEvent['type']>(\n type: T,\n data: Extract<GameEvent, { type: T }>['data'],\n ) => {\n if (!this.isClient || !this.target) return\n const gameEvent = { type: 'game_event', event: { type, data } } as GameEventMessage<T>\n this.target.postMessage(gameEvent, '*')\n }\n\n private handleGlobalError = (event: globalThis.ErrorEvent) => {\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: event.message || 'Unknown error',\n source: event.filename,\n lineno: event.lineno,\n colno: event.colno,\n error: event.error,\n })\n }\n\n private handleUnhandledRejection = (event: PromiseRejectionEvent) => {\n const error = event.reason instanceof Error ? event.reason : new Error(String(event.reason))\n\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: error.message,\n error,\n })\n }\n\n private applyPurchaseToCurrentPlayer(item: string) {\n if (!this._gameInfo) return\n\n const currentPlayer = this._gameInfo.player\n\n currentPlayer.purchasedItems = [...currentPlayer.purchasedItems, item]\n\n this._gameInfo.players = this._gameInfo.players.map((player) => {\n if (player.id !== currentPlayer.id) return player\n return {\n ...player,\n purchasedItems: currentPlayer.purchasedItems,\n }\n })\n }\n}\n\n// Initialize and add to window\nexport const sdk = new RemixSDK()\n\n// Add SDK to window object for easier access in HTML games\nif (typeof window !== 'undefined') {\n window.FarcadeSDK = sdk\n window.RemixSDK = sdk\n}\n"
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8
+ "debugId": "C31B41C03D6E9E7F64756E2164756E21",
9
9
  "names": []
10
10
  }
package/dist/index.mjs CHANGED
@@ -1,4 +1,11 @@
1
1
  // src/index.ts
2
+ var ZERO_SAFE_AREA_INSET = {
3
+ top: 0,
4
+ right: 0,
5
+ bottom: 0,
6
+ left: 0
7
+ };
8
+
2
9
  class RemixSDK {
3
10
  isClient;
4
11
  target = null;
@@ -54,8 +61,8 @@ class RemixSDK {
54
61
  }
55
62
  return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }));
56
63
  }
57
- get storeItems() {
58
- return this._gameInfo?.storeItems || [];
64
+ get shopItems() {
65
+ return this._gameInfo?.shopItems || [];
59
66
  }
60
67
  get gameInfo() {
61
68
  return this._gameInfo;
@@ -99,8 +106,8 @@ class RemixSDK {
99
106
  const inventoryItem = this.inventory.find((entry) => entry.slug === item);
100
107
  return inventoryItem?.quantity || 0;
101
108
  };
102
- getStoreItem = (slug) => {
103
- return this.storeItems.find((item) => item.slug === slug);
109
+ getShopItem = (slug) => {
110
+ return this.shopItems.find((item) => item.slug === slug);
104
111
  };
105
112
  singlePlayer = {
106
113
  actions: {
@@ -213,7 +220,8 @@ if (typeof window !== "undefined") {
213
220
  }
214
221
  export {
215
222
  sdk,
223
+ ZERO_SAFE_AREA_INSET,
216
224
  RemixSDK
217
225
  };
218
226
 
219
- //# debugId=5A1A1DD44E6CD23664756E2164756E21
227
+ //# debugId=6B166487B650508E64756E2164756E21
@@ -2,9 +2,9 @@
2
2
  "version": 3,
3
3
  "sources": ["../src/index.ts"],
4
4
  "sourcesContent": [
5
- "declare global {\n interface Window {\n FarcadeSDK: typeof sdk\n RemixSDK: typeof sdk\n }\n}\n\nexport type ViewContext = 'feed' | 'full_screen' | 'challenge' | 'tournament'\n\nexport type GameState = Record<string, unknown>\n\nexport type Player = {\n id: string\n name: string\n purchasedItems: string[]\n imageUrl?: string\n}\n\nexport type InventoryItem = {\n slug: string\n quantity: number\n}\n\nexport type StoreItem = {\n slug: string\n name: string\n itemType?: string\n bitsCost?: number | null\n description?: string | null\n iconUrl?: string | null\n tier?: number | null\n}\n\nexport type GameInfo = {\n players: Player[]\n player: Player\n storeItems?: StoreItem[]\n viewContext: ViewContext\n initialGameState: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type ReadyEvent = {\n type: 'ready'\n data: undefined\n}\n\nexport type PlayAgainEvent = {\n type: 'play_again'\n data: undefined\n}\n\nexport type SinglePlayerGameOverEvent = {\n type: 'game_over'\n data: {\n score: number\n }\n}\n\nexport type MultiplayerGameOverEvent = {\n type: 'multiplayer_game_over'\n data: {\n scores: {\n playerId: string\n score: number\n }[]\n }\n}\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data: undefined\n}\n\nexport type ToggleMuteEvent = {\n type: 'toggle_mute'\n data: {\n isMuted: boolean\n }\n}\n\nexport type GameErrorEvent = {\n type: 'error'\n data: {\n message: string\n source?: string\n lineno?: number\n colno?: number\n error?: Error\n }\n}\n\nexport type GameInfoEvent = {\n type: 'game_info'\n data: GameInfo\n}\n\nexport type MultiplayerSaveGameStateEvent = {\n type: 'multiplayer_save_game_state'\n data: {\n gameState: GameState\n alertUserIds?: string[]\n }\n}\n\nexport type GameStateUpdatedEvent = {\n type: 'game_state_updated'\n data: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type RefuteGameStateEvent = {\n type: 'refute_game_state'\n data: {\n gameStateId: string\n }\n}\n\nexport type SaveGameStateEvent = {\n type: 'save_game_state'\n data: {\n gameState: GameState\n }\n}\n\nexport type PurchaseEvent = {\n type: 'purchase'\n data: {\n item: string\n }\n}\n\nexport type PurchaseCompleteEvent = {\n type: 'purchase_complete'\n data: {\n success: boolean\n item?: string\n }\n}\n\nexport type GameEvent =\n | PlayAgainEvent\n | SinglePlayerGameOverEvent\n | ReadyEvent\n | HapticFeedbackEvent\n | ToggleMuteEvent\n | GameErrorEvent\n | SaveGameStateEvent\n | RefuteGameStateEvent\n | GameInfoEvent\n | GameStateUpdatedEvent\n | MultiplayerGameOverEvent\n | MultiplayerSaveGameStateEvent\n | PurchaseEvent\n | PurchaseCompleteEvent\n\nexport type GameEventMessage<T extends GameEvent['type']> = {\n type: 'game_event'\n event: Extract<GameEvent, { type: T }>\n}\n\n/**\n * Messages from the game host to the game client\n */\nexport type IncomingGameEvent = GameEventMessage<\n 'play_again' | 'toggle_mute' | 'game_info' | 'game_state_updated' | 'purchase_complete'\n>\n\nexport type OutgoingGameEvent = GameEventMessage<\n | 'game_over'\n | 'ready'\n | 'haptic_feedback'\n | 'error'\n | 'save_game_state'\n | 'refute_game_state'\n | 'multiplayer_game_over'\n | 'multiplayer_save_game_state'\n | 'purchase'\n>\n\ntype EventCallback = (data: unknown) => void\n\nexport class RemixSDK {\n private isClient: boolean\n private target: Window | null = null\n private eventListeners: Map<string, Set<EventCallback>> = new Map()\n private readyPromiseResolve: ((gameInfo: GameInfo) => void) | null = null\n private purchasePromiseResolve: ((data: PurchaseCompleteEvent['data']) => void) | null = null\n private _gameInfo?: GameInfo\n private _gameState?: GameState | null\n\n constructor() {\n this.isClient = typeof window !== 'undefined'\n this.target = this.isClient ? window.parent : null\n\n if (this.isClient) {\n window.addEventListener('message', this.handleMessage)\n\n // Set up global error handler\n window.addEventListener('error', this.handleGlobalError)\n window.addEventListener('unhandledrejection', this.handleUnhandledRejection)\n\n // send the ready message to the game host\n this.sendMessage('ready', undefined)\n }\n }\n\n on(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n if (!this.eventListeners.has(eventType)) {\n this.eventListeners.set(eventType, new Set())\n }\n this.eventListeners.get(eventType)?.add(callback)\n }\n\n off(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n this.eventListeners.get(eventType)?.delete(callback)\n }\n\n // explicitly named event listeners for better understanding and type safety\n onPlayAgain(callback: () => void) {\n this.on('play_again', () => callback())\n }\n\n onToggleMute(callback: (data: ToggleMuteEvent['data']) => void) {\n this.on('toggle_mute', (data) => callback(data as ToggleMuteEvent['data']))\n }\n\n onGameStateUpdated(callback: (data: GameStateUpdatedEvent['data']) => void) {\n this.on('game_state_updated', (data) => callback(data as GameStateUpdatedEvent['data']))\n }\n\n onGameInfo(callback: (data: GameInfoEvent['data']) => void) {\n this.on('game_info', (data) => callback(data as GameInfoEvent['data']))\n }\n\n onPurchaseComplete(callback: (data: PurchaseCompleteEvent['data']) => void) {\n this.on('purchase_complete', (data) => callback(data as PurchaseCompleteEvent['data']))\n }\n // end of explicitly named event listeners\n\n setTarget(target: Window) {\n this.target = target\n }\n\n get purchasedItems(): string[] {\n return this._gameInfo?.player.purchasedItems || []\n }\n\n get inventory(): InventoryItem[] {\n const counts = new Map<string, number>()\n for (const item of this.purchasedItems) {\n counts.set(item, (counts.get(item) || 0) + 1)\n }\n return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }))\n }\n\n get storeItems(): StoreItem[] {\n return this._gameInfo?.storeItems || []\n }\n\n get gameInfo(): GameInfo | undefined {\n return this._gameInfo\n }\n\n get gameState(): GameState | null | undefined {\n return this._gameState\n }\n\n get players(): Player[] | undefined {\n return this._gameInfo?.players\n }\n\n get player(): Player | undefined {\n return this._gameInfo?.player\n }\n\n get isReady(): boolean {\n return !!this._gameInfo\n }\n\n ready = (): Promise<GameInfo> => {\n // if the game info is already set, return it immediately\n if (this._gameInfo) {\n return Promise.resolve(this._gameInfo)\n }\n\n // internal promise allows Remix to return GameInfo as a response to the ready message\n return new Promise((resolve) => {\n this.readyPromiseResolve = resolve\n })\n }\n\n purchase = (data: PurchaseEvent['data']): Promise<PurchaseCompleteEvent['data']> => {\n this.sendMessage('purchase', data)\n\n // internal promise allows Remix to return PurchaseCompleteEvent data as a response to the purchase message\n return new Promise((resolve) => {\n this.purchasePromiseResolve = resolve\n })\n }\n\n reportError = (data: GameErrorEvent['data']) => {\n this.sendMessage('error', data)\n }\n\n hapticFeedback = () => {\n this.sendMessage('haptic_feedback', undefined)\n }\n\n hasItem = (item: string): boolean => {\n return this.getItemPurchaseCount(item) > 0\n }\n\n getItemPurchaseCount = (item: string): number => {\n const inventoryItem = this.inventory.find((entry) => entry.slug === item)\n return inventoryItem?.quantity || 0\n }\n\n getStoreItem = (slug: string): StoreItem | undefined => {\n return this.storeItems.find((item) => item.slug === slug)\n }\n\n singlePlayer = {\n actions: {\n ready: this.ready,\n hapticFeedback: this.hapticFeedback,\n reportError: this.reportError,\n purchase: this.purchase,\n gameOver: (data: SinglePlayerGameOverEvent['data']) => {\n this.sendMessage('game_over', data)\n },\n saveGameState: (data: SaveGameStateEvent['data']) => {\n this.sendMessage('save_game_state', data)\n },\n },\n }\n\n multiplayer = {\n actions: {\n ...this.singlePlayer.actions,\n gameOver: (data: MultiplayerGameOverEvent['data']) => {\n this.sendMessage('multiplayer_game_over', data)\n },\n refuteGameState: (data: RefuteGameStateEvent['data']) => {\n this.sendMessage('refute_game_state', data)\n },\n saveGameState: (data: MultiplayerSaveGameStateEvent['data']) => {\n this.sendMessage('multiplayer_save_game_state', data)\n },\n },\n }\n\n private emit(eventType: IncomingGameEvent['event']['type'], data: unknown) {\n // Handle game_info specially to resolve the ready promise\n if (eventType === 'game_info') {\n const eventData = data as GameInfoEvent['data']\n this._gameInfo = eventData\n\n // Set the game state if it exists and is not already set\n if (!this._gameState && eventData.initialGameState) {\n this._gameState = eventData.initialGameState.gameState\n }\n\n if (this.readyPromiseResolve) {\n this.readyPromiseResolve(this._gameInfo)\n this.readyPromiseResolve = null\n }\n }\n\n // Handle purchase_complete specially to resolve the purchase promise\n if (eventType === 'purchase_complete') {\n const eventData = data as PurchaseCompleteEvent['data']\n\n if (eventData.success && eventData.item && this._gameInfo?.player) {\n this.applyPurchaseToCurrentPlayer(eventData.item)\n }\n\n if (this.purchasePromiseResolve) {\n this.purchasePromiseResolve(eventData)\n this.purchasePromiseResolve = null\n }\n }\n\n if (eventType === 'game_state_updated') {\n const eventData = data as GameStateUpdatedEvent['data']\n if (eventData) {\n this._gameState = eventData.gameState\n } else {\n this._gameState = null\n }\n }\n\n for (const callback of this.eventListeners.get(eventType) || []) {\n callback(data)\n }\n }\n\n private handleMessage = (event: MessageEvent<IncomingGameEvent>) => {\n if (event.data?.type !== 'game_event') return\n\n this.emit(event.data.event.type, event.data.event.data)\n }\n\n private sendMessage = <T extends GameEvent['type']>(\n type: T,\n data: Extract<GameEvent, { type: T }>['data'],\n ) => {\n if (!this.isClient || !this.target) return\n const gameEvent = { type: 'game_event', event: { type, data } } as GameEventMessage<T>\n this.target.postMessage(gameEvent, '*')\n }\n\n private handleGlobalError = (event: globalThis.ErrorEvent) => {\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: event.message || 'Unknown error',\n source: event.filename,\n lineno: event.lineno,\n colno: event.colno,\n error: event.error,\n })\n }\n\n private handleUnhandledRejection = (event: PromiseRejectionEvent) => {\n const error = event.reason instanceof Error ? event.reason : new Error(String(event.reason))\n\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: error.message,\n error,\n })\n }\n\n private applyPurchaseToCurrentPlayer(item: string) {\n if (!this._gameInfo) return\n\n const currentPlayer = this._gameInfo.player\n\n currentPlayer.purchasedItems = [...currentPlayer.purchasedItems, item]\n\n this._gameInfo.players = this._gameInfo.players.map((player) => {\n if (player.id !== currentPlayer.id) return player\n return {\n ...player,\n purchasedItems: currentPlayer.purchasedItems,\n }\n })\n }\n}\n\n// Initialize and add to window\nexport const sdk = new RemixSDK()\n\n// Add SDK to window object for easier access in HTML games\nif (typeof window !== 'undefined') {\n window.FarcadeSDK = sdk\n window.RemixSDK = sdk\n}\n"
5
+ "declare global {\n interface Window {\n FarcadeSDK: typeof sdk\n RemixSDK: typeof sdk\n }\n}\n\nexport type ViewContext = 'feed' | 'full_screen' | 'challenge' | 'tournament'\n\nexport type SafeAreaInset = {\n top: number\n right: number\n bottom: number\n left: number\n}\n\nexport const ZERO_SAFE_AREA_INSET: SafeAreaInset = {\n top: 0,\n right: 0,\n bottom: 0,\n left: 0,\n}\n\nexport type GameState = Record<string, unknown>\n\nexport type Player = {\n id: string\n name: string\n purchasedItems: string[]\n imageUrl?: string\n}\n\nexport type InventoryItem = {\n slug: string\n quantity: number\n}\n\nexport type ShopItem = {\n slug: string\n name: string\n itemType?: string\n bitsCost?: number | null\n description?: string | null\n iconUrl?: string | null\n tier?: number | null\n}\n\nexport type GameInfo = {\n players: Player[]\n player: Player\n shopItems?: ShopItem[]\n viewContext: ViewContext\n contentSafeAreaInset: SafeAreaInset\n initialGameState: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type ReadyEvent = {\n type: 'ready'\n data: undefined\n}\n\nexport type PlayAgainEvent = {\n type: 'play_again'\n data: undefined\n}\n\nexport type SinglePlayerGameOverEvent = {\n type: 'game_over'\n data: {\n score: number\n }\n}\n\nexport type MultiplayerGameOverEvent = {\n type: 'multiplayer_game_over'\n data: {\n scores: {\n playerId: string\n score: number\n }[]\n }\n}\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data: undefined\n}\n\nexport type ToggleMuteEvent = {\n type: 'toggle_mute'\n data: {\n isMuted: boolean\n }\n}\n\nexport type GameErrorEvent = {\n type: 'error'\n data: {\n message: string\n source?: string\n lineno?: number\n colno?: number\n error?: Error\n }\n}\n\nexport type GameInfoEvent = {\n type: 'game_info'\n data: GameInfo\n}\n\nexport type MultiplayerSaveGameStateEvent = {\n type: 'multiplayer_save_game_state'\n data: {\n gameState: GameState\n alertUserIds?: string[]\n }\n}\n\nexport type GameStateUpdatedEvent = {\n type: 'game_state_updated'\n data: {\n id: string\n gameState: GameState\n } | null\n}\n\nexport type RefuteGameStateEvent = {\n type: 'refute_game_state'\n data: {\n gameStateId: string\n }\n}\n\nexport type SaveGameStateEvent = {\n type: 'save_game_state'\n data: {\n gameState: GameState\n }\n}\n\nexport type PurchaseEvent = {\n type: 'purchase'\n data: {\n item: string\n }\n}\n\nexport type PurchaseCompleteEvent = {\n type: 'purchase_complete'\n data: {\n success: boolean\n item?: string\n }\n}\n\nexport type GameEvent =\n | PlayAgainEvent\n | SinglePlayerGameOverEvent\n | ReadyEvent\n | HapticFeedbackEvent\n | ToggleMuteEvent\n | GameErrorEvent\n | SaveGameStateEvent\n | RefuteGameStateEvent\n | GameInfoEvent\n | GameStateUpdatedEvent\n | MultiplayerGameOverEvent\n | MultiplayerSaveGameStateEvent\n | PurchaseEvent\n | PurchaseCompleteEvent\n\nexport type GameEventMessage<T extends GameEvent['type']> = {\n type: 'game_event'\n event: Extract<GameEvent, { type: T }>\n}\n\n/**\n * Messages from the game host to the game client\n */\nexport type IncomingGameEvent = GameEventMessage<\n 'play_again' | 'toggle_mute' | 'game_info' | 'game_state_updated' | 'purchase_complete'\n>\n\nexport type OutgoingGameEvent = GameEventMessage<\n | 'game_over'\n | 'ready'\n | 'haptic_feedback'\n | 'error'\n | 'save_game_state'\n | 'refute_game_state'\n | 'multiplayer_game_over'\n | 'multiplayer_save_game_state'\n | 'purchase'\n>\n\ntype EventCallback = (data: unknown) => void\n\nexport class RemixSDK {\n private isClient: boolean\n private target: Window | null = null\n private eventListeners: Map<string, Set<EventCallback>> = new Map()\n private readyPromiseResolve: ((gameInfo: GameInfo) => void) | null = null\n private purchasePromiseResolve: ((data: PurchaseCompleteEvent['data']) => void) | null = null\n private _gameInfo?: GameInfo\n private _gameState?: GameState | null\n\n constructor() {\n this.isClient = typeof window !== 'undefined'\n this.target = this.isClient ? window.parent : null\n\n if (this.isClient) {\n window.addEventListener('message', this.handleMessage)\n\n // Set up global error handler\n window.addEventListener('error', this.handleGlobalError)\n window.addEventListener('unhandledrejection', this.handleUnhandledRejection)\n\n // send the ready message to the game host\n this.sendMessage('ready', undefined)\n }\n }\n\n on(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n if (!this.eventListeners.has(eventType)) {\n this.eventListeners.set(eventType, new Set())\n }\n this.eventListeners.get(eventType)?.add(callback)\n }\n\n off(eventType: IncomingGameEvent['event']['type'], callback: EventCallback) {\n this.eventListeners.get(eventType)?.delete(callback)\n }\n\n // explicitly named event listeners for better understanding and type safety\n onPlayAgain(callback: () => void) {\n this.on('play_again', () => callback())\n }\n\n onToggleMute(callback: (data: ToggleMuteEvent['data']) => void) {\n this.on('toggle_mute', (data) => callback(data as ToggleMuteEvent['data']))\n }\n\n onGameStateUpdated(callback: (data: GameStateUpdatedEvent['data']) => void) {\n this.on('game_state_updated', (data) => callback(data as GameStateUpdatedEvent['data']))\n }\n\n onGameInfo(callback: (data: GameInfoEvent['data']) => void) {\n this.on('game_info', (data) => callback(data as GameInfoEvent['data']))\n }\n\n onPurchaseComplete(callback: (data: PurchaseCompleteEvent['data']) => void) {\n this.on('purchase_complete', (data) => callback(data as PurchaseCompleteEvent['data']))\n }\n // end of explicitly named event listeners\n\n setTarget(target: Window) {\n this.target = target\n }\n\n get purchasedItems(): string[] {\n return this._gameInfo?.player.purchasedItems || []\n }\n\n get inventory(): InventoryItem[] {\n const counts = new Map<string, number>()\n for (const item of this.purchasedItems) {\n counts.set(item, (counts.get(item) || 0) + 1)\n }\n return [...counts.entries()].map(([slug, quantity]) => ({ slug, quantity }))\n }\n\n get shopItems(): ShopItem[] {\n return this._gameInfo?.shopItems || []\n }\n\n get gameInfo(): GameInfo | undefined {\n return this._gameInfo\n }\n\n get gameState(): GameState | null | undefined {\n return this._gameState\n }\n\n get players(): Player[] | undefined {\n return this._gameInfo?.players\n }\n\n get player(): Player | undefined {\n return this._gameInfo?.player\n }\n\n get isReady(): boolean {\n return !!this._gameInfo\n }\n\n ready = (): Promise<GameInfo> => {\n // if the game info is already set, return it immediately\n if (this._gameInfo) {\n return Promise.resolve(this._gameInfo)\n }\n\n // internal promise allows Remix to return GameInfo as a response to the ready message\n return new Promise((resolve) => {\n this.readyPromiseResolve = resolve\n })\n }\n\n purchase = (data: PurchaseEvent['data']): Promise<PurchaseCompleteEvent['data']> => {\n this.sendMessage('purchase', data)\n\n // internal promise allows Remix to return PurchaseCompleteEvent data as a response to the purchase message\n return new Promise((resolve) => {\n this.purchasePromiseResolve = resolve\n })\n }\n\n reportError = (data: GameErrorEvent['data']) => {\n this.sendMessage('error', data)\n }\n\n hapticFeedback = () => {\n this.sendMessage('haptic_feedback', undefined)\n }\n\n hasItem = (item: string): boolean => {\n return this.getItemPurchaseCount(item) > 0\n }\n\n getItemPurchaseCount = (item: string): number => {\n const inventoryItem = this.inventory.find((entry) => entry.slug === item)\n return inventoryItem?.quantity || 0\n }\n\n getShopItem = (slug: string): ShopItem | undefined => {\n return this.shopItems.find((item) => item.slug === slug)\n }\n\n singlePlayer = {\n actions: {\n ready: this.ready,\n hapticFeedback: this.hapticFeedback,\n reportError: this.reportError,\n purchase: this.purchase,\n gameOver: (data: SinglePlayerGameOverEvent['data']) => {\n this.sendMessage('game_over', data)\n },\n saveGameState: (data: SaveGameStateEvent['data']) => {\n this.sendMessage('save_game_state', data)\n },\n },\n }\n\n multiplayer = {\n actions: {\n ...this.singlePlayer.actions,\n gameOver: (data: MultiplayerGameOverEvent['data']) => {\n this.sendMessage('multiplayer_game_over', data)\n },\n refuteGameState: (data: RefuteGameStateEvent['data']) => {\n this.sendMessage('refute_game_state', data)\n },\n saveGameState: (data: MultiplayerSaveGameStateEvent['data']) => {\n this.sendMessage('multiplayer_save_game_state', data)\n },\n },\n }\n\n private emit(eventType: IncomingGameEvent['event']['type'], data: unknown) {\n // Handle game_info specially to resolve the ready promise\n if (eventType === 'game_info') {\n const eventData = data as GameInfoEvent['data']\n this._gameInfo = eventData\n\n // Set the game state if it exists and is not already set\n if (!this._gameState && eventData.initialGameState) {\n this._gameState = eventData.initialGameState.gameState\n }\n\n if (this.readyPromiseResolve) {\n this.readyPromiseResolve(this._gameInfo)\n this.readyPromiseResolve = null\n }\n }\n\n // Handle purchase_complete specially to resolve the purchase promise\n if (eventType === 'purchase_complete') {\n const eventData = data as PurchaseCompleteEvent['data']\n\n if (eventData.success && eventData.item && this._gameInfo?.player) {\n this.applyPurchaseToCurrentPlayer(eventData.item)\n }\n\n if (this.purchasePromiseResolve) {\n this.purchasePromiseResolve(eventData)\n this.purchasePromiseResolve = null\n }\n }\n\n if (eventType === 'game_state_updated') {\n const eventData = data as GameStateUpdatedEvent['data']\n if (eventData) {\n this._gameState = eventData.gameState\n } else {\n this._gameState = null\n }\n }\n\n for (const callback of this.eventListeners.get(eventType) || []) {\n callback(data)\n }\n }\n\n private handleMessage = (event: MessageEvent<IncomingGameEvent>) => {\n if (event.data?.type !== 'game_event') return\n\n this.emit(event.data.event.type, event.data.event.data)\n }\n\n private sendMessage = <T extends GameEvent['type']>(\n type: T,\n data: Extract<GameEvent, { type: T }>['data'],\n ) => {\n if (!this.isClient || !this.target) return\n const gameEvent = { type: 'game_event', event: { type, data } } as GameEventMessage<T>\n this.target.postMessage(gameEvent, '*')\n }\n\n private handleGlobalError = (event: globalThis.ErrorEvent) => {\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: event.message || 'Unknown error',\n source: event.filename,\n lineno: event.lineno,\n colno: event.colno,\n error: event.error,\n })\n }\n\n private handleUnhandledRejection = (event: PromiseRejectionEvent) => {\n const error = event.reason instanceof Error ? event.reason : new Error(String(event.reason))\n\n // Send both formats for backward compatibility\n this.sendMessage('error', {\n message: error.message,\n error,\n })\n }\n\n private applyPurchaseToCurrentPlayer(item: string) {\n if (!this._gameInfo) return\n\n const currentPlayer = this._gameInfo.player\n\n currentPlayer.purchasedItems = [...currentPlayer.purchasedItems, item]\n\n this._gameInfo.players = this._gameInfo.players.map((player) => {\n if (player.id !== currentPlayer.id) return player\n return {\n ...player,\n purchasedItems: currentPlayer.purchasedItems,\n }\n })\n }\n}\n\n// Initialize and add to window\nexport const sdk = new RemixSDK()\n\n// Add SDK to window object for easier access in HTML games\nif (typeof window !== 'undefined') {\n window.FarcadeSDK = sdk\n window.RemixSDK = sdk\n}\n"
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8
+ "debugId": "6B166487B650508E64756E2164756E21",
9
9
  "names": []
10
10
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@remix-gg/sdk",
3
- "version": "0.4.3",
3
+ "version": "0.5.2",
4
4
  "main": "./src/index.js",
5
5
  "module": "./dist/index.mjs",
6
6
  "types": "./dist/index.d.ts",