@remix-gg/sdk 0.6.0 → 0.8.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +36 -7
- package/dist/index.d.mts +284 -0
- package/dist/index.d.ts +8 -5
- package/dist/index.js +3 -3
- package/dist/index.js.map +3 -3
- package/dist/index.min.js +3 -3
- package/dist/index.min.js.map +3 -3
- package/dist/index.mjs +3 -3
- package/dist/index.mjs.map +3 -3
- package/package.json +16 -5
package/README.md
CHANGED
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@@ -45,8 +45,8 @@ class MyGame {
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}
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private async setupEventListeners() {
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-
// Listen for play
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this.sdk.
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// Listen for play (replay or host-directed level start)
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this.sdk.onPlay(() => {
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this.resetGame()
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})
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@@ -123,6 +123,8 @@ class MyGame {
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This function will return when the SDK has recieved all the game information from Remix. You should await the call to this function before getting info from the SDK (sdk.player, sdk.gameState, etc)
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The SDK announces itself to the host automatically when it loads — games never send the `ready` handshake themselves. `sdk.ready()` only waits for host data (`gameInfo`, `gameState`, level progression) to arrive before you read it; a game that reads nothing from the host does not need to call it.
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#### `sdk.isReady: boolean`
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Check if the SDK has received game info and is ready. More often, you will just await the call to `sdk.ready()`, but you may use this value if you prefer.
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@@ -222,13 +224,34 @@ The purchase flow works as follows:
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### Single Player Actions
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-
#### `sdk.singlePlayer.actions.gameOver({ score: number })`
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#### `sdk.singlePlayer.actions.gameOver({ score: number, levelAttempt?: LevelAttempt })`
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Call this method when the game is over to report the final score.
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Parameters:
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- `score`: The player's final score (number)
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- `levelAttempt`: For level-based games only — the result of the attempt that just ended (see Level-Based Games below). `score` is ignored for level-based games; pass `0`.
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### Level-Based Games
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When the host configures a fixed level count, `gameInfo.levelBased` is set and the game runs as a level progression game:
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- `gameInfo.levelBased.levelCount` is the total number of levels.
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- `gameInfo.levelBased.progress` is the platform-owned, score-derived progression (`LevelProgressState`). Read it through the getters `sdk.isLevelBased`, `sdk.levelCount`, `sdk.currentLevelIndex`, `sdk.levelStars`, `sdk.highestUnlockedLevel`, and `sdk.totalStars`. Never store progression in `gameState`.
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- When an attempt ends, report only what happened:
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```js
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sdk.singlePlayer.actions.gameOver({
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score: 0, // ignored for level-based games
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levelAttempt: {
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levelIndex, // 1-based level that was just played
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stars, // 0 = failed, 1 | 2 | 3 earned on completion
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},
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})
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```
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The platform merges attempts into cumulative progression — games never compute or report star maps, unlock state, or "all levels complete" (the host derives world completion from `levelIndex` and its own `levelCount`). Listen for host-directed level starts with `sdk.onPlay((data) => ...)`; the host passes the target level as `data.levelIndex`.
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#### `sdk.singlePlayer.actions.saveGameState({ gameState: Record<string, unknown> })`
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@@ -303,9 +326,15 @@ The SDK provides both generic event listeners and specific typed listener method
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#### Event Listeners
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##### `sdk.
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##### `sdk.onPlay(callback: (data?: { levelIndex?: number }) => void)`
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Register a callback that is called when the host starts play — a replay after
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game over, or (for level-based games) a host-directed level via `data.levelIndex`.
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`data` may be omitted for a plain restart.
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##### `sdk.onPlayAgain(callback: (data?: { levelIndex?: number }) => void)`
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-
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Alias of `sdk.onPlay`.
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##### `sdk.onToggleMute(callback: (data: { isMuted: boolean }) => void)`
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@@ -365,8 +394,8 @@ class Game {
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}
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private setupEventListeners() {
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// Listen for play
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this.sdk.
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// Listen for play (replay or host-directed level start)
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this.sdk.onPlay(() => {
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this.resetGame()
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})
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package/dist/index.d.mts
ADDED
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@@ -0,0 +1,284 @@
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declare global {
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interface Window {
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FarcadeSDK: typeof sdk;
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RemixSDK: typeof sdk;
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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;
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name: string;
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purchasedItems: string[];
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imageUrl?: string;
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};
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type InventoryItem = {
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slug: string;
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quantity: number;
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};
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type ShopItem = {
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slug: string;
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name: string;
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itemType?: string;
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bitsCost?: number | null;
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description?: string | null;
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iconUrl?: string | null;
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tier?: number | null;
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};
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type GameInfo = {
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players: Player[];
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player: Player;
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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;
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} | null;
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levelBased?: {
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levelCount: number;
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/**
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* Score-derived level progression for this player. Platform-owned and kept
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* fully separate from `gameState` — never read progression out of gameState.
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*/
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progress: LevelProgressState;
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};
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};
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/** Score-derived, platform-owned progression for a level-based game. */
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type LevelProgressState = {
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currentLevelIndex: number;
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highestUnlockedLevel: number;
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levelStars: Record<string, LevelStars>;
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};
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type ReadyEvent = {
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type: 'ready';
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data: {
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instanceId: string;
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} | undefined;
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};
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type PlayAgainEvent = {
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type: 'play_again';
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data?: {
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levelIndex?: number;
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};
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};
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type LevelStars = 1 | 2 | 3;
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type LevelOutcome = 'level_complete' | 'level_failed' | 'all_complete';
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/**
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* One level attempt reported with game_over. Games report only what happened
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* in the attempt; the host owns and derives all cumulative progression
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* (star maps, unlock state) — see `LevelProgressState` for the host→game snapshot.
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*/
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type LevelAttempt = {
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/** 1-based index of the level that was just played. */
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levelIndex: number;
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/** Stars earned this attempt. Omit for star-less games; a completion counts as 1. */
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stars?: LevelStars;
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outcome: LevelOutcome;
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};
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type SinglePlayerGameOverEvent = {
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type: 'game_over';
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data: {
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score: number;
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levelAttempt?: LevelAttempt;
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};
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};
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type MultiplayerGameOverEvent = {
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type: 'multiplayer_game_over';
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data: {
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scores: {
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playerId: string;
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score: number;
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}[];
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};
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};
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type HapticFeedbackType = 'light' | 'medium' | 'hard' | 'success' | 'error';
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type HapticFeedbackEvent = {
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type: 'haptic_feedback';
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data?: {
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type?: HapticFeedbackType;
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};
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};
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type ToggleMuteEvent = {
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type: 'toggle_mute';
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data: {
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isMuted: boolean;
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};
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};
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type GameErrorEvent = {
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type: 'error';
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data: {
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message: string;
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source?: string;
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lineno?: number;
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colno?: number;
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error?: Error;
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stack?: string;
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};
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};
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type GameInfoEvent = {
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type: 'game_info';
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data: GameInfo;
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};
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type MultiplayerSaveGameStateEvent = {
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type: 'multiplayer_save_game_state';
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data: {
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gameState: GameState;
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alertUserIds?: string[];
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};
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};
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type GameStateUpdatedEvent = {
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type: 'game_state_updated';
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data: {
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id: string;
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gameState: GameState;
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} | null;
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};
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type RefuteGameStateEvent = {
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type: 'refute_game_state';
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data: {
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gameStateId: string;
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};
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};
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type SaveGameStateEvent = {
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type: 'save_game_state';
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data: {
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gameState: GameState;
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};
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};
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type PurchaseEvent = {
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type: 'purchase';
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data: {
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item: string;
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};
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};
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type PurchaseCompleteEvent = {
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type: 'purchase_complete';
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data: {
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success: boolean;
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item?: string;
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};
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};
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type GameEvent = PlayAgainEvent | SinglePlayerGameOverEvent | ReadyEvent | HapticFeedbackEvent | ToggleMuteEvent | GameErrorEvent | SaveGameStateEvent | RefuteGameStateEvent | GameInfoEvent | GameStateUpdatedEvent | MultiplayerGameOverEvent | MultiplayerSaveGameStateEvent | PurchaseEvent | PurchaseCompleteEvent;
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type GameEventMessage<T extends GameEvent['type']> = {
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type: 'game_event';
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event: Extract<GameEvent, {
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type: T;
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}>;
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};
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/**
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* Build a game_event envelope for sending over postMessage. Hosts and the SDK
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* share this so the wire format is defined in one place.
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*/
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declare const createGameEventMessage: <T extends GameEvent["type"]>(type: T, data: Extract<GameEvent, {
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type: T;
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}>["data"]) => GameEventMessage<T>;
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/**
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* Parse an unknown postMessage payload into a GameEvent, or null when the
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* payload is not a well-formed game_event envelope.
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*/
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declare const parseGameEventMessage: (value: unknown) => GameEvent | null;
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/**
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* Messages from the game host to the game client
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*/
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type IncomingGameEvent = GameEventMessage<'play_again' | 'toggle_mute' | 'game_info' | 'game_state_updated' | 'purchase_complete'>;
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type OutgoingGameEvent = GameEventMessage<'game_over' | 'ready' | 'haptic_feedback' | 'error' | 'save_game_state' | 'refute_game_state' | 'multiplayer_game_over' | 'multiplayer_save_game_state' | 'purchase'>;
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type IncomingGameEventType = IncomingGameEvent['event']['type'];
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type IncomingGameEventData<T extends IncomingGameEventType> = Extract<GameEvent, {
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type: T;
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}>['data'];
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declare class RemixSDK {
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private isClient;
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private target;
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private eventListeners;
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private readyPromise;
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private readyPromiseResolve;
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private purchasePromiseResolvers;
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private readyResendTimer;
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private readonly instanceId;
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private _gameInfo?;
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private _gameState?;
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private _levelStars;
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constructor();
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private scheduleReadyResend;
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private cancelReadyResend;
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on<T extends IncomingGameEventType>(eventType: T, callback: (data: IncomingGameEventData<T>) => void): () => void;
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off<T extends IncomingGameEventType>(eventType: T, callback: (data: IncomingGameEventData<T>) => void): void;
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/**
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* Listen for the host starting play: a replay after game over, or — for level
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* games — a host-directed level via `data.levelIndex` (Studio continue/jump or
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* the production next-level button). `data` may be omitted for a plain restart.
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*/
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onPlay(callback: (data?: PlayAgainEvent['data']) => void): () => void;
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/** @deprecated Use {@link onPlay}. Retained for backward compatibility. */
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onPlayAgain(callback: (data?: PlayAgainEvent['data']) => void): () => void;
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onToggleMute(callback: (data: ToggleMuteEvent['data']) => void): () => void;
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onGameStateUpdated(callback: (data: GameStateUpdatedEvent['data']) => void): () => void;
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onGameInfo(callback: (data: GameInfoEvent['data']) => void): () => void;
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onPurchaseComplete(callback: (data: PurchaseCompleteEvent['data']) => void): () => void;
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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 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;
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get player(): Player | undefined;
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get isReady(): boolean;
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/** True when the host configured this game with a fixed level count. */
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+
get isLevelBased(): boolean;
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/** Total levels for level-based games (from host metadata). */
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get levelCount(): number | undefined;
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/** 1-based level index from score-derived progression, defaulting to 1. */
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get currentLevelIndex(): number;
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/** Best stars earned per level from score-derived progression. Keys are 1-based level indices. */
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get levelStars(): Record<string, LevelStars>;
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/** Highest unlocked level from score-derived progression, defaulting to 1. */
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get highestUnlockedLevel(): number;
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/** Sum of best stars across all completed levels. */
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+
get totalStars(): number;
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ready: () => Promise<GameInfo>;
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+
purchase: (data: PurchaseEvent["data"]) => Promise<PurchaseCompleteEvent["data"]>;
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+
reportError: (data: GameErrorEvent["data"]) => void;
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+
hapticFeedback: (type?: HapticFeedbackType) => void;
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+
hasItem: (item: string) => boolean;
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getItemPurchaseCount: (item: string) => number;
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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>;
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+
hapticFeedback: (type?: HapticFeedbackType) => void;
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+
reportError: (data: GameErrorEvent["data"]) => void;
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|
+
purchase: (data: PurchaseEvent["data"]) => Promise<PurchaseCompleteEvent["data"]>;
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|
+
gameOver: (data: SinglePlayerGameOverEvent["data"]) => void;
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|
+
saveGameState: (data: SaveGameStateEvent["data"]) => void;
|
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|
+
};
|
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|
+
};
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|
+
multiplayer: {
|
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|
+
actions: {
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|
+
gameOver: (data: MultiplayerGameOverEvent["data"]) => void;
|
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|
+
refuteGameState: (data: RefuteGameStateEvent["data"]) => void;
|
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268
|
+
saveGameState: (data: MultiplayerSaveGameStateEvent["data"]) => void;
|
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|
+
ready: () => Promise<GameInfo>;
|
|
270
|
+
hapticFeedback: (type?: HapticFeedbackType) => void;
|
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271
|
+
reportError: (data: GameErrorEvent["data"]) => void;
|
|
272
|
+
purchase: (data: PurchaseEvent["data"]) => Promise<PurchaseCompleteEvent["data"]>;
|
|
273
|
+
};
|
|
274
|
+
};
|
|
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|
+
private emit;
|
|
276
|
+
private handleMessage;
|
|
277
|
+
private sendMessage;
|
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278
|
+
private handleGlobalError;
|
|
279
|
+
private handleUnhandledRejection;
|
|
280
|
+
private applyPurchaseToCurrentPlayer;
|
|
281
|
+
}
|
|
282
|
+
declare const sdk: RemixSDK;
|
|
283
|
+
|
|
284
|
+
export { type GameErrorEvent, type GameEvent, type GameEventMessage, type GameInfo, type GameInfoEvent, type GameState, type GameStateUpdatedEvent, type HapticFeedbackEvent, type HapticFeedbackType, type IncomingGameEvent, type IncomingGameEventData, type IncomingGameEventType, type InventoryItem, type LevelAttempt, type LevelOutcome, type LevelProgressState, type LevelStars, 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, createGameEventMessage, parseGameEventMessage, sdk };
|
package/dist/index.d.ts
CHANGED
|
@@ -66,9 +66,12 @@ type MultiplayerGameOverEvent = {
|
|
|
66
66
|
}[];
|
|
67
67
|
};
|
|
68
68
|
};
|
|
69
|
+
type HapticFeedbackType = 'light' | 'medium' | 'hard' | 'success' | 'error';
|
|
69
70
|
type HapticFeedbackEvent = {
|
|
70
71
|
type: 'haptic_feedback';
|
|
71
|
-
data
|
|
72
|
+
data?: {
|
|
73
|
+
type?: HapticFeedbackType;
|
|
74
|
+
};
|
|
72
75
|
};
|
|
73
76
|
type ToggleMuteEvent = {
|
|
74
77
|
type: 'toggle_mute';
|
|
@@ -170,14 +173,14 @@ declare class RemixSDK {
|
|
|
170
173
|
ready: () => Promise<GameInfo>;
|
|
171
174
|
purchase: (data: PurchaseEvent["data"]) => Promise<PurchaseCompleteEvent["data"]>;
|
|
172
175
|
reportError: (data: GameErrorEvent["data"]) => void;
|
|
173
|
-
hapticFeedback: () => void;
|
|
176
|
+
hapticFeedback: (type?: HapticFeedbackType) => void;
|
|
174
177
|
hasItem: (item: string) => boolean;
|
|
175
178
|
getItemPurchaseCount: (item: string) => number;
|
|
176
179
|
getShopItem: (slug: string) => ShopItem | undefined;
|
|
177
180
|
singlePlayer: {
|
|
178
181
|
actions: {
|
|
179
182
|
ready: () => Promise<GameInfo>;
|
|
180
|
-
hapticFeedback: () => void;
|
|
183
|
+
hapticFeedback: (type?: HapticFeedbackType) => void;
|
|
181
184
|
reportError: (data: GameErrorEvent["data"]) => void;
|
|
182
185
|
purchase: (data: PurchaseEvent["data"]) => Promise<PurchaseCompleteEvent["data"]>;
|
|
183
186
|
gameOver: (data: SinglePlayerGameOverEvent["data"]) => void;
|
|
@@ -190,7 +193,7 @@ declare class RemixSDK {
|
|
|
190
193
|
refuteGameState: (data: RefuteGameStateEvent["data"]) => void;
|
|
191
194
|
saveGameState: (data: MultiplayerSaveGameStateEvent["data"]) => void;
|
|
192
195
|
ready: () => Promise<GameInfo>;
|
|
193
|
-
hapticFeedback: () => void;
|
|
196
|
+
hapticFeedback: (type?: HapticFeedbackType) => void;
|
|
194
197
|
reportError: (data: GameErrorEvent["data"]) => void;
|
|
195
198
|
purchase: (data: PurchaseEvent["data"]) => Promise<PurchaseCompleteEvent["data"]>;
|
|
196
199
|
};
|
|
@@ -204,4 +207,4 @@ declare class RemixSDK {
|
|
|
204
207
|
}
|
|
205
208
|
declare const sdk: RemixSDK;
|
|
206
209
|
|
|
207
|
-
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 };
|
|
210
|
+
export { type GameErrorEvent, type GameEvent, type GameEventMessage, type GameInfo, type GameInfoEvent, type GameState, type GameStateUpdatedEvent, type HapticFeedbackEvent, type HapticFeedbackType, 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
|
@@ -131,8 +131,8 @@
|
|
|
131
131
|
reportError = (data) => {
|
|
132
132
|
this.sendMessage("error", data);
|
|
133
133
|
};
|
|
134
|
-
hapticFeedback = () => {
|
|
135
|
-
this.sendMessage("haptic_feedback", undefined);
|
|
134
|
+
hapticFeedback = (type) => {
|
|
135
|
+
this.sendMessage("haptic_feedback", type ? { type } : undefined);
|
|
136
136
|
};
|
|
137
137
|
hasItem = (item) => {
|
|
138
138
|
return this.getItemPurchaseCount(item) > 0;
|
|
@@ -255,4 +255,4 @@
|
|
|
255
255
|
}
|
|
256
256
|
})();
|
|
257
257
|
|
|
258
|
-
//# debugId=
|
|
258
|
+
//# debugId=5DCD609576A0948564756E2164756E21
|
package/dist/index.js.map
CHANGED
|
@@ -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 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"
|
|
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 HapticFeedbackType = 'light' | 'medium' | 'hard' | 'success' | 'error'\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data?: { type?: HapticFeedbackType }\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 = (type?: HapticFeedbackType) => {\n this.sendMessage('haptic_feedback', type ? { type } : 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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6
6
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],
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7
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-
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8
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-
"debugId": "
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"mappings": 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"debugId": "5DCD609576A0948564756E2164756E21",
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"names": []
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}
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package/dist/index.min.js
CHANGED
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@@ -131,8 +131,8 @@
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reportError = (data) => {
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this.sendMessage("error", data);
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};
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hapticFeedback = () => {
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this.sendMessage("haptic_feedback", undefined);
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hapticFeedback = (type) => {
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+
this.sendMessage("haptic_feedback", type ? { type } : undefined);
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};
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hasItem = (item) => {
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138
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return this.getItemPurchaseCount(item) > 0;
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@@ -255,4 +255,4 @@
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}
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})();
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//# debugId=
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//# debugId=5C4052FCC20A9CB164756E2164756E21
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package/dist/index.min.js.map
CHANGED
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@@ -2,9 +2,9 @@
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"version": 3,
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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 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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5
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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 HapticFeedbackType = 'light' | 'medium' | 'hard' | 'success' | 'error'\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data?: { type?: HapticFeedbackType }\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 = (type?: HapticFeedbackType) => {\n this.sendMessage('haptic_feedback', type ? { type } : 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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6
6
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],
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7
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-
"mappings": ";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgBO,IAAM,uBAAsC;AAAA,IACjD,KAAK;AAAA,IACL,OAAO;AAAA,IACP,QAAQ;AAAA,IACR,MAAM;AAAA,EACR;AAAA;AAAA,
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8
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"debugId": "
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7
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"mappings": 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"debugId": "5C4052FCC20A9CB164756E2164756E21",
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"names": []
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}
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package/dist/index.mjs
CHANGED
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@@ -96,8 +96,8 @@ class RemixSDK {
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reportError = (data) => {
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this.sendMessage("error", data);
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};
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hapticFeedback = () => {
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this.sendMessage("haptic_feedback", undefined);
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hapticFeedback = (type) => {
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this.sendMessage("haptic_feedback", type ? { type } : undefined);
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};
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hasItem = (item) => {
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return this.getItemPurchaseCount(item) > 0;
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@@ -224,4 +224,4 @@ export {
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RemixSDK
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};
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//# debugId=
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//# debugId=977CE63C2185488464756E2164756E21
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package/dist/index.mjs.map
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@@ -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 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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|
+
"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 HapticFeedbackType = 'light' | 'medium' | 'hard' | 'success' | 'error'\n\nexport type HapticFeedbackEvent = {\n type: 'haptic_feedback'\n data?: { type?: HapticFeedbackType }\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 = (type?: HapticFeedbackType) => {\n this.sendMessage('haptic_feedback', type ? { type } : 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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6
6
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],
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7
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8
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-
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7
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|
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8
|
+
"debugId": "977CE63C2185488464756E2164756E21",
|
|
9
9
|
"names": []
|
|
10
10
|
}
|
package/package.json
CHANGED
|
@@ -1,15 +1,26 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@remix-gg/sdk",
|
|
3
|
-
"version": "0.
|
|
4
|
-
"main": "./
|
|
3
|
+
"version": "0.8.0",
|
|
4
|
+
"main": "./dist/index.js",
|
|
5
5
|
"module": "./dist/index.mjs",
|
|
6
6
|
"types": "./dist/index.d.ts",
|
|
7
|
-
"
|
|
7
|
+
"exports": {
|
|
8
|
+
".": {
|
|
9
|
+
"import": {
|
|
10
|
+
"types": "./dist/index.d.mts",
|
|
11
|
+
"default": "./dist/index.mjs"
|
|
12
|
+
},
|
|
13
|
+
"require": {
|
|
14
|
+
"types": "./dist/index.d.ts",
|
|
15
|
+
"default": "./dist/index.js"
|
|
16
|
+
}
|
|
17
|
+
}
|
|
18
|
+
},
|
|
8
19
|
"license": "MIT",
|
|
9
20
|
"files": ["dist/**"],
|
|
10
21
|
"scripts": {
|
|
11
|
-
"build": "bun run scripts/build.ts && tsup
|
|
12
|
-
"dev": "tsup
|
|
22
|
+
"build": "bun run scripts/build.ts && tsup",
|
|
23
|
+
"dev": "tsup --watch",
|
|
13
24
|
"lint": "eslint \"src/**/*.ts*\"",
|
|
14
25
|
"clean": "rm -rf .turbo && rm -rf node_modules && rm -rf dist",
|
|
15
26
|
"test": "bun test --timeout 10000",
|