star-sdk 0.1.0 → 0.1.9
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 +42 -1
- package/dist/cli.mjs +4 -0
- package/dist/index.cjs +1 -1
- package/dist/index.mjs +1 -1
- package/package.json +17 -8
- package/skills/star-sdk/SKILL.md +196 -0
- package/skills/star-sdk/audio.md +119 -0
- package/skills/star-sdk/canvas.md +611 -0
- package/skills/star-sdk/leaderboard.md +258 -0
package/README.md
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# Star SDK
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Browser game SDK with built-in leaderboards (no backend needed), mobile-safe audio, and multiplayer. Works on iOS Safari. Perfect for AI-generated games.
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```javascript
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import Star from 'star-sdk';
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@@ -10,6 +10,47 @@ Star.game(ctx => { ... });
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Star.leaderboard.submit(1500);
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```
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## Why Star SDK?
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| Need | Without Star | With Star |
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|------|--------------|-----------|
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| **Leaderboards** | Build a backend, database, auth | `Star.leaderboard.submit(score)` |
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| **Mobile audio** | Handle unlock gestures, AudioContext resume | Just call `Star.audio.play()` |
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| **HiDPI canvas** | Manual DPR scaling, coordinate math | Automatic |
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| **iOS Safari** | Debug audio/touch issues for hours | It just works |
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### vs Phaser/PixiJS
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Star SDK is simpler. No scene system, no asset loader config. Built-in leaderboards mean you ship a complete game, not just a demo.
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### vs Kaboom.js
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Star SDK works on mobile out of the box. Leaderboards and multiplayer are included.
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### vs Vanilla Canvas
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Star SDK handles the annoying stuff: audio unlocking, DPR scaling, touch coordinates, game loop timing. You write game logic, not boilerplate.
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## One-Liner Game
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```bash
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npx star-sdk init && cat > index.html << 'EOF'
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<script type="module">
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import Star from 'https://esm.sh/star-sdk';
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Star.game(ctx => {
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let score = 0;
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Star.audio.preload({ coin: 'coin' });
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ctx.loop(() => {
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ctx.ctx.fillStyle = '#1a1a2e';
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ctx.ctx.fillRect(0, 0, ctx.width, ctx.height);
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ctx.ctx.fillStyle = '#fff';
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ctx.ctx.font = '48px sans-serif';
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ctx.ctx.fillText(score, ctx.width/2 - 20, ctx.height/2);
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});
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ctx.canvas.onclick = () => { score++; Star.audio.play('coin'); };
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});
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</script>
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EOF
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open index.html # or: python -m http.server
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```
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## Installation
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```bash
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package/dist/cli.mjs
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package/dist/index.cjs
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"use strict";var
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"use strict";var p=Object.defineProperty;var h=Object.getOwnPropertyDescriptor;var G=Object.getOwnPropertyNames;var A=Object.prototype.hasOwnProperty;var L=(e,t)=>{for(var r in t)p(e,r,{get:t[r],enumerable:!0})},I=(e,t,r,s)=>{if(t&&typeof t=="object"||typeof t=="function")for(let i of G(t))!A.call(e,i)&&i!==r&&p(e,i,{get:()=>t[i],enumerable:!(s=h(t,i))||s.enumerable});return e};var w=e=>I(p({},"__esModule",{value:!0}),e);var v={};L(v,{Star:()=>g,audio:()=>b.createStarAudio,default:()=>B,game:()=>O.game,leaderboard:()=>M.createLeaderboard,multiplayer:()=>x.createMultiplayer});module.exports=w(v);var d=require("star-audio"),m=require("star-leaderboard"),c=require("star-canvas"),f=require("star-multiplayer"),b=require("star-audio"),O=require("star-canvas"),M=require("star-leaderboard"),x=require("star-multiplayer"),u=null,l=null,o=null,y=()=>typeof window<"u",C=()=>typeof process<"u"&&process.versions?.node;function S(){if(y()||!C())return null;try{let e=require("fs"),r=require("path").join(process.cwd(),".starrc");if(!e.existsSync(r))return null;let s=e.readFileSync(r,"utf-8");return JSON.parse(s)}catch{return null}}function a(){return!l&&y()&&(l=(0,d.createStarAudio)()),l}var P="https://buildwithstar.com";function n(){if(!o){let e=u?.gameId,t=u?.apiBase??P;if(!e){let r=S();r?.gameId&&(e=r.gameId)}o=(0,m.createLeaderboard)({gameId:e,apiBase:t})}return o}var g={init(e){u=e,o&&(o.destroy?.(),o=null)},audio:{play:(e,t)=>a().play(e,t),preload:e=>a().preload(e),music:{crossfadeTo:(e,t)=>a().music.crossfadeTo(e,t),stop:e=>a().music.stop(e)},setMusicVolume:e=>a().setMusicVolume(e),setSfxVolume:e=>a().setSfxVolume(e),setMute:e=>a().setMute(e),toggleMute:()=>a().toggleMute(),isMuted:()=>a().isMuted()},game(e,t){(0,c.game)(e,t)},leaderboard:{submit:e=>n().submit(e),show:()=>n().show(),getScores:e=>n().getScores(e),share:e=>n().share(e)},multiplayer:{async create(e){let t=(0,f.createMultiplayer)();return await t.start(e),t}},loadConfig:S,version:"0.1.0"},B=g;0&&(module.exports={Star,audio,game,leaderboard,multiplayer});
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package/dist/index.mjs
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var
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var p=(e=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(e,{get:(t,a)=>(typeof require<"u"?require:t)[a]}):e)(function(e){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+e+'" is not supported')});import{createStarAudio as m}from"star-audio";import{createLeaderboard as c}from"star-leaderboard";import{game as f}from"star-canvas";import{createMultiplayer as y}from"star-multiplayer";import{createStarAudio as w}from"star-audio";import{game as P}from"star-canvas";import{createLeaderboard as v}from"star-leaderboard";import{createMultiplayer as F}from"star-multiplayer";var n=null,s=null,o=null,l=()=>typeof window<"u",S=()=>typeof process<"u"&&process.versions?.node;function u(){if(l()||!S())return null;try{let e=p("fs"),a=p("path").join(process.cwd(),".starrc");if(!e.existsSync(a))return null;let d=e.readFileSync(a,"utf-8");return JSON.parse(d)}catch{return null}}function r(){return!s&&l()&&(s=m()),s}var g="https://buildwithstar.com";function i(){if(!o){let e=n?.gameId,t=n?.apiBase??g;if(!e){let a=u();a?.gameId&&(e=a.gameId)}o=c({gameId:e,apiBase:t})}return o}var b={init(e){n=e,o&&(o.destroy?.(),o=null)},audio:{play:(e,t)=>r().play(e,t),preload:e=>r().preload(e),music:{crossfadeTo:(e,t)=>r().music.crossfadeTo(e,t),stop:e=>r().music.stop(e)},setMusicVolume:e=>r().setMusicVolume(e),setSfxVolume:e=>r().setSfxVolume(e),setMute:e=>r().setMute(e),toggleMute:()=>r().toggleMute(),isMuted:()=>r().isMuted()},game(e,t){f(e,t)},leaderboard:{submit:e=>i().submit(e),show:()=>i().show(),getScores:e=>i().getScores(e),share:e=>i().share(e)},multiplayer:{async create(e){let t=y();return await t.start(e),t}},loadConfig:u,version:"0.1.0"},A=b;export{b as Star,w as audio,A as default,P as game,v as leaderboard,F as multiplayer};
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package/package.json
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{
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"name": "star-sdk",
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"version": "0.1.
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"version": "0.1.9",
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"private": false,
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"description": "
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"description": "Browser game SDK with built-in leaderboards (no backend needed) and mobile-safe audio. Works on iOS Safari. Perfect for AI-generated games.",
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"type": "module",
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"sideEffects": false,
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"bin": {
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"star-sdk": "./dist/cli.mjs"
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},
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"starSdk": {
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"internalImport": "import Star from '/star-sdk/v1/star.js';",
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"publicImport": "import Star from 'star-sdk';",
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"outputs": [
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"outputs": [
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{
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"src": "dist/index.mjs",
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"dest": "v1/star.js"
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}
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],
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"skill": {
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"name": "star-sdk",
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"description": "
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"description": "Browser game SDK with built-in leaderboards (no backend needed) and mobile-safe audio. Works on iOS Safari. Perfect for AI-generated games."
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}
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},
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"exports": {
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"module": "./dist/index.mjs",
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"types": "./dist/index.d.ts",
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"files": [
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"dist"
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"dist",
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"skills"
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],
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"scripts": {
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"build": "tsup",
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"web",
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"audio",
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"canvas",
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"leaderboard"
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"multiplayer"
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"leaderboard"
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],
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"dependencies": {
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"star-audio": "*",
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"star-canvas": "*",
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"star-leaderboard": "*",
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"star-multiplayer": "*"
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"star-multiplayer": "*",
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"star-sdk-cli": "*"
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},
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"devDependencies": {
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"tsup": "^8.0.0",
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---
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name: star-sdk
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description: Use when you need a game that works on mobile without audio issues, has leaderboards without building a backend, or needs canvas rendering without DPR/sizing bugs. Handles iOS Safari audio unlocking, DPR scaling, and coordinate conversion automatically.
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---
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# Star SDK
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Browser game development SDK with audio, canvas, and leaderboards.
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## Import
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```javascript
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import Star from 'star-sdk';
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```
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**CRITICAL:** Always use `import Star from 'star-sdk'` - not destructured imports.
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## API Overview
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| API | Use When | Docs |
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|-----|----------|------|
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| `Star.game()` | Game loop, canvas, UI, input | [canvas.md](./canvas.md) |
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| `Star.audio` | Sound effects, music | [audio.md](./audio.md) |
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| `Star.leaderboard` | Scores, rankings | [leaderboard.md](./leaderboard.md) |
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## Quick Start
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```javascript
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import Star from 'star-sdk';
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Star.game(ctx => {
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const { canvas, width, height, ctx: c } = ctx;
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let score = 0;
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// Preload audio
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Star.audio.preload({ coin: 'coin', jump: 'jump' });
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// Game loop
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ctx.loop((dt) => {
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c.fillStyle = '#111827';
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c.fillRect(0, 0, width, height);
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c.fillStyle = '#fff';
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c.font = '24px sans-serif';
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c.fillText(`Score: ${score}`, 20, 40);
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});
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// Input
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canvas.onclick = () => {
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score += 10;
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Star.audio.play('coin');
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};
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});
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```
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## Initialization (Required for Leaderboards)
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If using leaderboards outside the Star platform (local dev, self-hosted), initialize with your game ID:
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```javascript
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import Star from 'star-sdk';
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// Get your gameId from .starrc (created by: npx star-sdk init "Game Name")
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Star.init({ gameId: 'your-game-id-here' });
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```
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## Common Patterns
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### Game Over -> Submit Score -> Show Leaderboard
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```javascript
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function gameOver(finalScore) {
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Star.leaderboard.submit(finalScore);
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Star.leaderboard.show();
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}
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```
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### Audio (It Just Works)
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Star.audio handles mobile audio unlocking automatically. Just call `play()` - no special handling needed.
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```javascript
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Star.audio.preload({ coin: 'coin', jump: 'jump' });
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Star.audio.play('coin'); // Works on mobile, desktop, everywhere
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```
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### Coordinate Handling
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```javascript
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canvas.onclick = (e) => {
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const point = ctx.toStagePoint(e); // Correct coordinates
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console.log(point.x, point.y);
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};
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```
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## Don't Do This
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- **Don't** create canvas manually - use `Star.game()`
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- **Don't** use `setInterval` for game loops - use `ctx.loop()`
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- **Don't** destructure Star - use `Star.audio`, `Star.leaderboard`, etc.
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- **Don't** invent audio preset names - only 17 exist (see audio.md)
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## Audio Presets (Full List)
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Only these 17 presets exist:
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- UI: `beep`, `click`, `select`, `error`, `success`
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- Actions: `jump`, `swoosh`, `shoot`, `laser`, `explosion`
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- Combat: `hit`, `hurt`
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- Collection: `coin`, `pickup`, `bonus`, `unlock`, `powerup`
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## Full Game Example
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```javascript
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import Star from 'star-sdk';
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// Initialize for leaderboard support (get gameId from .starrc)
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Star.init({ gameId: 'your-game-id' });
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Star.game(ctx => {
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const { canvas, width, height, ctx: c } = ctx;
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let score = 0;
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let gameOver = false;
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let playerY = height / 2;
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let obstacles = [];
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Star.audio.preload({
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jump: 'jump',
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coin: 'coin',
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hurt: 'hurt'
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});
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// Spawn obstacles
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setInterval(() => {
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if (!gameOver) {
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obstacles.push({ x: width, y: Math.random() * height, passed: false });
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}
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}, 2000);
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ctx.loop((dt) => {
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if (gameOver) return;
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// Clear
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c.fillStyle = '#111827';
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c.fillRect(0, 0, width, height);
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// Update obstacles
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obstacles.forEach(obs => {
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obs.x -= 200 * dt;
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// Score when passed
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if (!obs.passed && obs.x < 50) {
|
|
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+
obs.passed = true;
|
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|
+
score += 10;
|
|
153
|
+
Star.audio.play('coin');
|
|
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|
+
}
|
|
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|
+
|
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156
|
+
// Collision
|
|
157
|
+
if (Math.abs(obs.x - 50) < 20 && Math.abs(obs.y - playerY) < 30) {
|
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158
|
+
gameOver = true;
|
|
159
|
+
Star.audio.play('hurt');
|
|
160
|
+
Star.leaderboard.submit(score);
|
|
161
|
+
Star.leaderboard.show();
|
|
162
|
+
}
|
|
163
|
+
});
|
|
164
|
+
|
|
165
|
+
// Remove off-screen
|
|
166
|
+
obstacles = obstacles.filter(o => o.x > -20);
|
|
167
|
+
|
|
168
|
+
// Draw player
|
|
169
|
+
c.fillStyle = '#3b82f6';
|
|
170
|
+
c.beginPath();
|
|
171
|
+
c.arc(50, playerY, 15, 0, Math.PI * 2);
|
|
172
|
+
c.fill();
|
|
173
|
+
|
|
174
|
+
// Draw obstacles
|
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175
|
+
c.fillStyle = '#a855f7';
|
|
176
|
+
obstacles.forEach(obs => {
|
|
177
|
+
c.fillRect(obs.x - 10, obs.y - 25, 20, 50);
|
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|
+
});
|
|
179
|
+
|
|
180
|
+
// Draw score
|
|
181
|
+
c.fillStyle = '#fff';
|
|
182
|
+
c.font = '24px sans-serif';
|
|
183
|
+
c.fillText(`Score: ${score}`, 20, 40);
|
|
184
|
+
});
|
|
185
|
+
|
|
186
|
+
// Jump on click/tap
|
|
187
|
+
canvas.onclick = () => {
|
|
188
|
+
if (!gameOver) {
|
|
189
|
+
playerY -= 50;
|
|
190
|
+
Star.audio.play('jump');
|
|
191
|
+
}
|
|
192
|
+
};
|
|
193
|
+
});
|
|
194
|
+
```
|
|
195
|
+
|
|
196
|
+
For detailed API documentation, see the linked files above.
|
|
@@ -0,0 +1,119 @@
|
|
|
1
|
+
**Installation**
|
|
2
|
+
|
|
3
|
+
First, add the package to your project:
|
|
4
|
+
` ` `bash
|
|
5
|
+
yarn add star-audio
|
|
6
|
+
` ` `
|
|
7
|
+
|
|
8
|
+
### Star Audio SDK
|
|
9
|
+
|
|
10
|
+
**Mobile-first, bulletproof audio for web games.** Works on iOS/Android out of the box. Missing files won't crash your game.
|
|
11
|
+
|
|
12
|
+
**Import:**
|
|
13
|
+
` ` `javascript
|
|
14
|
+
import createAudio from 'star-audio';
|
|
15
|
+
const audio = createAudio();
|
|
16
|
+
` ` `
|
|
17
|
+
|
|
18
|
+
**CRITICAL:** Import in JavaScript - don't add `<script src="/star-sdk/audio.js">` tags.
|
|
19
|
+
|
|
20
|
+
**Why Star Audio?**
|
|
21
|
+
- ✅ **Mobile-first** - Works on iOS/Android, handles audio unlock automatically, plays even in silent mode
|
|
22
|
+
- ✅ **Never throws** - Missing audio files? Game keeps running with clear warnings
|
|
23
|
+
- ✅ **Zero-config** - Works on first play, no setup needed
|
|
24
|
+
- ✅ **No try/catch needed** - Fire-and-forget API, perfect for AI-generated games
|
|
25
|
+
|
|
26
|
+
---
|
|
27
|
+
|
|
28
|
+
**Quick Start:**
|
|
29
|
+
|
|
30
|
+
` ` `javascript
|
|
31
|
+
const audio = createAudio();
|
|
32
|
+
|
|
33
|
+
// CRITICAL: Preload presets before playing them
|
|
34
|
+
// You can set per-sound volumes in preload
|
|
35
|
+
audio.preload({
|
|
36
|
+
jump: { synth: 'jump', volume: 0.5 }, // Quieter jump
|
|
37
|
+
shoot: { synth: 'shoot', volume: 0.8 }, // Loud shoot
|
|
38
|
+
coin: { synth: 'coin', volume: 0.6 },
|
|
39
|
+
explosion: { synth: 'explosion', volume: 1.0 }
|
|
40
|
+
});
|
|
41
|
+
|
|
42
|
+
// Now play them - volumes are already set
|
|
43
|
+
audio.play('jump');
|
|
44
|
+
audio.play('shoot');
|
|
45
|
+
` ` `
|
|
46
|
+
|
|
47
|
+
**ONLY THESE 17 PRESETS EXIST - DO NOT INVENT NAMES:**
|
|
48
|
+
- UI: `beep`, `click`, `select`, `error`, `success`
|
|
49
|
+
- Actions: `jump`, `swoosh`, `shoot`, `laser`, `explosion`
|
|
50
|
+
- Combat: `hit`, `hurt`
|
|
51
|
+
- Collection: `coin`, `pickup`, `bonus`, `unlock`, `powerup`
|
|
52
|
+
|
|
53
|
+
**If you need a sound that's not in this list, use custom synth or generate audio.**
|
|
54
|
+
|
|
55
|
+
**CRITICAL:** Preload all presets before use. Set volumes in preload:
|
|
56
|
+
` ` `javascript
|
|
57
|
+
audio.preload({
|
|
58
|
+
jump: { synth: 'jump', volume: 0.5 }, // With custom volume
|
|
59
|
+
coin: 'coin', // Default volume
|
|
60
|
+
explosion: 'explosion' // For crashes/impacts
|
|
61
|
+
});
|
|
62
|
+
` ` `
|
|
63
|
+
|
|
64
|
+
---
|
|
65
|
+
|
|
66
|
+
**Custom synth (advanced):**
|
|
67
|
+
|
|
68
|
+
` ` `javascript
|
|
69
|
+
audio.preload({
|
|
70
|
+
'sfx.charge': {
|
|
71
|
+
waveform: 'triangle',
|
|
72
|
+
frequency: [200, 300, 450, 650, 900], // Rising charge-up
|
|
73
|
+
duration: 0.40,
|
|
74
|
+
volume: 0.38
|
|
75
|
+
}
|
|
76
|
+
});
|
|
77
|
+
` ` `
|
|
78
|
+
|
|
79
|
+
**Make sounds feel good:**
|
|
80
|
+
- **Use frequency arrays** - Sweeps/arpeggios are more satisfying than single tones
|
|
81
|
+
- **Rising = positive** - Ascending pitches for rewards (coin, jump, powerup)
|
|
82
|
+
- **Descending = impact** - Falling pitches for actions (shoot, hurt, explosion)
|
|
83
|
+
- **More notes = richer** - 3-6 frequencies sound fuller than 1-2
|
|
84
|
+
- **Musical intervals** - Use harmonious ratios (octaves, fifths, major chords)
|
|
85
|
+
|
|
86
|
+
**Waveform choice:**
|
|
87
|
+
- `sine` - Pure, pleasant (UI, bells, rewards)
|
|
88
|
+
- `triangle` - Warm, full (jumps, explosions, success)
|
|
89
|
+
- `square` - Retro, characterful (powerups, beeps, chiptune)
|
|
90
|
+
- `sawtooth` - Harsh, aggressive (lasers, damage, errors)
|
|
91
|
+
|
|
92
|
+
**Frequency guide:**
|
|
93
|
+
- High (800-2000 Hz): Bright, attention-grabbing (UI, coins)
|
|
94
|
+
- Mid (200-800 Hz): Game actions (jumps, shoots)
|
|
95
|
+
- Low (30-200 Hz): Impacts, bass (explosions, rumbles)
|
|
96
|
+
- Arrays: 3-4 notes for melodies, 6+ for noise-like effects
|
|
97
|
+
|
|
98
|
+
---
|
|
99
|
+
|
|
100
|
+
**Audio files:**
|
|
101
|
+
|
|
102
|
+
` ` `javascript
|
|
103
|
+
audio.preload({
|
|
104
|
+
'sfx.boom': 'assets/boom.mp3',
|
|
105
|
+
'bgm.theme': 'assets/music.mp3'
|
|
106
|
+
});
|
|
107
|
+
audio.play('sfx.boom');
|
|
108
|
+
audio.music.crossfadeTo('bgm.theme', { duration: 1.5 });
|
|
109
|
+
` ` `
|
|
110
|
+
|
|
111
|
+
---
|
|
112
|
+
|
|
113
|
+
**Controls:**
|
|
114
|
+
|
|
115
|
+
` ` `javascript
|
|
116
|
+
audio.setMusicVolume(0.5);
|
|
117
|
+
audio.setSfxVolume(0.8);
|
|
118
|
+
audio.toggleMute();
|
|
119
|
+
` ` `
|
|
@@ -0,0 +1,611 @@
|
|
|
1
|
+
**Installation**
|
|
2
|
+
|
|
3
|
+
First, add the package to your project:
|
|
4
|
+
|
|
5
|
+
```bash
|
|
6
|
+
yarn add star-dom
|
|
7
|
+
```
|
|
8
|
+
|
|
9
|
+
### Star DOM SDK
|
|
10
|
+
|
|
11
|
+
Use the **Star DOM SDK** to initialize games reliably.
|
|
12
|
+
It prevents the most common bugs:
|
|
13
|
+
|
|
14
|
+
- ✅ No "cannot read addEventListener of null"
|
|
15
|
+
- ✅ No canvas sizing/DPR/blur issues
|
|
16
|
+
- ✅ No accidentally wiping the canvas with `innerHTML`
|
|
17
|
+
- ✅ Games work identically on ALL devices (fixed 16:9 with letterboxing)
|
|
18
|
+
|
|
19
|
+
-----
|
|
20
|
+
|
|
21
|
+
### Fixed 16:9 Resolution
|
|
22
|
+
|
|
23
|
+
**Default: 640×360 (landscape) or 360×640 (portrait).** Games work identically on every device.
|
|
24
|
+
|
|
25
|
+
The SDK uses letterboxing to maintain the exact game area. This means:
|
|
26
|
+
- Positions like `x: 320, y: 180` always mean the exact center
|
|
27
|
+
- Two objects at `x: 100` and `x: 540` are always the same distance apart
|
|
28
|
+
- No "works on my screen, breaks on mobile" bugs
|
|
29
|
+
|
|
30
|
+
```ts
|
|
31
|
+
// These values work identically on ALL devices:
|
|
32
|
+
const player = { x: 320, y: 300 }; // Center-bottom area
|
|
33
|
+
const enemy = { x: 600, y: 50 }; // Top-right area
|
|
34
|
+
const playerSize = 32; // Always 32px
|
|
35
|
+
const speed = 200; // Always 200px/sec
|
|
36
|
+
```
|
|
37
|
+
|
|
38
|
+
-----
|
|
39
|
+
|
|
40
|
+
### Golden Path (How to Use)
|
|
41
|
+
|
|
42
|
+
Import `game` and wrap your code in it. The `game` function handles DOM readiness, creates a canvas and a UI overlay, and gives you a safe context to build.
|
|
43
|
+
|
|
44
|
+
```ts
|
|
45
|
+
import { game } from 'star-canvas';
|
|
46
|
+
|
|
47
|
+
game(({ ctx, width, height, on, loop, ui, canvas }) => {
|
|
48
|
+
// ctx: The 2D canvas context
|
|
49
|
+
// width, height: The logical size (CSS pixels) - READ-ONLY
|
|
50
|
+
// on: Safe, delegated event listener
|
|
51
|
+
// loop: Stable game loop (with dt)
|
|
52
|
+
// ui: Safe overlay for HTML
|
|
53
|
+
// canvas: The <canvas> element
|
|
54
|
+
|
|
55
|
+
// 1. Draw on the canvas
|
|
56
|
+
loop((dt) => {
|
|
57
|
+
ctx.clearRect(0, 0, width, height);
|
|
58
|
+
ctx.fillStyle = '#22d3ee'; // cyan-400
|
|
59
|
+
ctx.fillRect(width / 2 - 25, height / 2 - 25, 50, 50);
|
|
60
|
+
});
|
|
61
|
+
|
|
62
|
+
// 2. Render HTML to the safe UI overlay
|
|
63
|
+
// UI is interactive by default (scroll, buttons work)
|
|
64
|
+
// Adding canvas.addEventListener makes UI click-through automatically
|
|
65
|
+
ui.render(`
|
|
66
|
+
<div class="absolute top-4 left-4 text-white">
|
|
67
|
+
<button id="start-btn" class="px-4 py-2 bg-blue-500 rounded pointer-events-auto">
|
|
68
|
+
Click Me
|
|
69
|
+
</button>
|
|
70
|
+
</div>
|
|
71
|
+
`);
|
|
72
|
+
|
|
73
|
+
// 3. Listen for button clicks
|
|
74
|
+
on('click', '#start-btn', () => {
|
|
75
|
+
console.log('Button clicked!');
|
|
76
|
+
});
|
|
77
|
+
|
|
78
|
+
// 4. For canvas games: listen for taps on canvas
|
|
79
|
+
// This automatically makes UI click-through (taps pass through to canvas)
|
|
80
|
+
// Buttons with pointer-events-auto still work
|
|
81
|
+
canvas.addEventListener('pointerdown', (e) => {
|
|
82
|
+
console.log('Canvas/screen tapped!', e);
|
|
83
|
+
});
|
|
84
|
+
});
|
|
85
|
+
```
|
|
86
|
+
|
|
87
|
+
> **CRITICAL:** Always import the SDK in your JavaScript/TypeScript.
|
|
88
|
+
> **Do not** add a `<script src="/star-sdk/dom.js">` tag in HTML.
|
|
89
|
+
>
|
|
90
|
+
> **Recommended Import:**
|
|
91
|
+
>
|
|
92
|
+
> ```ts
|
|
93
|
+
> import { game } from 'star-canvas';
|
|
94
|
+
> ```
|
|
95
|
+
|
|
96
|
+
-----
|
|
97
|
+
|
|
98
|
+
## Core API: `game(setup, options?)`
|
|
99
|
+
|
|
100
|
+
The `setup` function receives one argument: a `GameContext` object with the following properties:
|
|
101
|
+
|
|
102
|
+
### `ctx: CanvasRenderingContext2D`
|
|
103
|
+
|
|
104
|
+
The 2D drawing context. Its transform is already scaled for DPR. You **always draw in logical CSS pixels**.
|
|
105
|
+
|
|
106
|
+
### `canvas: HTMLCanvasElement`
|
|
107
|
+
|
|
108
|
+
The `<canvas>` element itself.
|
|
109
|
+
|
|
110
|
+
- **Use this for gameplay input listeners** (e.g., `pointerdown`, `pointermove`).
|
|
111
|
+
|
|
112
|
+
### `width: number` (getter)
|
|
113
|
+
|
|
114
|
+
### `height: number` (getter)
|
|
115
|
+
|
|
116
|
+
The logical CSS pixel width and height of the stage. **Use these for all game logic and drawing.** They are getters, so they are always up-to-date.
|
|
117
|
+
|
|
118
|
+
### `on(type, selector, handler, options?)`
|
|
119
|
+
|
|
120
|
+
Attaches a **delegated event listener** to the document.
|
|
121
|
+
|
|
122
|
+
- ✅ **Use this for UI elements** (buttons, menus) inside your `ui.render()` HTML.
|
|
123
|
+
- ✅ Survives `ui.render()` calls.
|
|
124
|
+
- Returns an `off()` function to unsubscribe.
|
|
125
|
+
|
|
126
|
+
### `loop(tick)`
|
|
127
|
+
|
|
128
|
+
Starts a `requestAnimationFrame` loop.
|
|
129
|
+
|
|
130
|
+
- `tick` function receives `(dt, now)`, where `dt` is **delta time in seconds**.
|
|
131
|
+
- **ALWAYS** multiply movement by `dt` (e.g., `player.x += speed * dt`).
|
|
132
|
+
- Returns `{ start(), stop(), running }`. The loop starts automatically.
|
|
133
|
+
|
|
134
|
+
### `ui: GameUI`
|
|
135
|
+
|
|
136
|
+
A safe manager for your HTML overlay, stacked on top of the canvas.
|
|
137
|
+
|
|
138
|
+
- `ui.root`: The `<div>` element for your UI. It is **interactive by default** (standard HTML behavior - scroll, buttons work).
|
|
139
|
+
- `ui.render(html: string)`: **Use this** to set your UI. It's safe and won't destroy the canvas.
|
|
140
|
+
- Automatically skips updates if HTML is unchanged (safe to call in loop for static content)
|
|
141
|
+
- For best performance with dynamic content (score), only call when values actually change
|
|
142
|
+
- `ui.el(selector)`: Scoped `querySelector` for the UI root.
|
|
143
|
+
- `ui.all(selector)`: Scoped `querySelectorAll` for the UI root.
|
|
144
|
+
|
|
145
|
+
**Auto-detection:** When you add `canvas.addEventListener('pointerdown', ...)`, the SDK automatically makes UI click-through so taps reach the canvas. Buttons with `pointer-events-auto` still work.
|
|
146
|
+
|
|
147
|
+
### Cursor Management
|
|
148
|
+
|
|
149
|
+
**CRITICAL:** Choose cursor based on how players interact. Update cursor when state changes (e.g., menu → playing → gameover).
|
|
150
|
+
|
|
151
|
+
```ts
|
|
152
|
+
// MOUSE-BASED GAMES (click/point-and-click/puzzle/clicker/strategy/constellation)
|
|
153
|
+
if (state === 'playing') canvas.style.cursor = 'pointer'; // Show where to click
|
|
154
|
+
if (state === 'menu' || state === 'gameover') canvas.style.cursor = 'pointer'; // Keep visible
|
|
155
|
+
|
|
156
|
+
// PRECISION AIMING (shooter/drawing/building)
|
|
157
|
+
if (state === 'playing') canvas.style.cursor = 'crosshair';
|
|
158
|
+
if (state === 'menu' || state === 'gameover') canvas.style.cursor = 'auto';
|
|
159
|
+
|
|
160
|
+
// KEYBOARD/TOUCH ONLY (platformer/WASD/rhythm/endless runner)
|
|
161
|
+
if (state === 'playing') canvas.style.cursor = 'none'; // Hide (doesn't matter)
|
|
162
|
+
if (state === 'menu' || state === 'gameover') canvas.style.cursor = 'auto'; // Show for menus!
|
|
163
|
+
```
|
|
164
|
+
|
|
165
|
+
**Decision:** Does player click on game objects? → `'pointer'` | Aim precisely? → `'crosshair'` | WASD/touch only? → `'none'` during play, `'auto'` for menus
|
|
166
|
+
|
|
167
|
+
### `toStagePoint(event)`
|
|
168
|
+
|
|
169
|
+
Converts `MouseEvent` or `PointerEvent` client coordinates to the stage's logical coordinates.
|
|
170
|
+
|
|
171
|
+
- **USE THIS** for all canvas pointer input.
|
|
172
|
+
|
|
173
|
+
### `createDrag()`
|
|
174
|
+
|
|
175
|
+
Creates a drag state helper that handles coordinate conversion and offset tracking automatically.
|
|
176
|
+
|
|
177
|
+
```ts
|
|
178
|
+
const drag = createDrag();
|
|
179
|
+
|
|
180
|
+
canvas.addEventListener('pointerdown', (e) => {
|
|
181
|
+
canvas.setPointerCapture(e.pointerId); // IMPORTANT: Capture for reliable drags
|
|
182
|
+
const { x, y } = drag.point(e); // Convert coordinates
|
|
183
|
+
const hit = pieces.find(p => /* hit test */);
|
|
184
|
+
if (hit) drag.grab(e, hit); // Start drag with offset
|
|
185
|
+
});
|
|
186
|
+
|
|
187
|
+
canvas.addEventListener('pointermove', (e) => drag.move(e)); // Updates position
|
|
188
|
+
canvas.addEventListener('pointerup', () => {
|
|
189
|
+
const dropped = drag.release(); // Returns dropped object (or null)
|
|
190
|
+
});
|
|
191
|
+
```
|
|
192
|
+
|
|
193
|
+
**API:**
|
|
194
|
+
- `point(e)` - Pure coordinate conversion, no side effects
|
|
195
|
+
- `grab(e, obj)` - Start dragging an object, computing offset from cursor
|
|
196
|
+
- `move(e)` - Update dragged object's position
|
|
197
|
+
- `release()` - End drag, returns dropped object or null
|
|
198
|
+
- `dragging` - The currently dragged object (or null)
|
|
199
|
+
|
|
200
|
+
### `GameOptions` (optional)
|
|
201
|
+
|
|
202
|
+
Pass an options object as the second argument to `game()`:
|
|
203
|
+
|
|
204
|
+
- `preset?: 'landscape' | 'portrait' | 'responsive'`: Game orientation preset.
|
|
205
|
+
- `'landscape'` (default): 640×360 - for platformers, shooters, racing
|
|
206
|
+
- `'portrait'`: 360×640 - for puzzle, cards, match-3, mobile-style
|
|
207
|
+
- `'responsive'`: Fills container, no fixed dimensions (legacy - gameplay varies by device)
|
|
208
|
+
- `width?: number`: Override width (default: 640 for landscape, 360 for portrait)
|
|
209
|
+
- `height?: number`: Override height (default: 360 for landscape, 640 for portrait)
|
|
210
|
+
- `fit?: 'contain' | 'cover' | 'stretch'`: How game fits container (default: `'contain'` with letterboxing)
|
|
211
|
+
- `pixelRatio?: 'device' | number`: (default: `'device'`)
|
|
212
|
+
- `maxPixelRatio?: number`: (default: `2`)
|
|
213
|
+
- `preventContextMenu?: boolean`: Prevent right-click context menu on canvas (default: `true`)
|
|
214
|
+
|
|
215
|
+
**Default behavior:** Fixed 640×360 (16:9) with letterboxing. Games work identically on all devices.
|
|
216
|
+
|
|
217
|
+
-----
|
|
218
|
+
|
|
219
|
+
## Recipes
|
|
220
|
+
|
|
221
|
+
### Recipe 1: UI-Only Game (e.g., Clicker)
|
|
222
|
+
|
|
223
|
+
Use `game`, `on`, and `ui`.
|
|
224
|
+
|
|
225
|
+
```ts
|
|
226
|
+
import { game } from 'star-canvas';
|
|
227
|
+
|
|
228
|
+
game(({ on, ui }) => {
|
|
229
|
+
let score = 0;
|
|
230
|
+
|
|
231
|
+
function render() {
|
|
232
|
+
// UI is interactive by default - buttons, scroll, forms all work
|
|
233
|
+
ui.render(`
|
|
234
|
+
<div class="min-h-[100dvh] grid place-items-center bg-purple-900 text-white">
|
|
235
|
+
<div class="text-center space-y-4">
|
|
236
|
+
<h1 class="text-4xl font-bold">Score: \${score}</h1>
|
|
237
|
+
<button id="clickBtn" class="px-8 py-4 rounded-xl bg-cyan-400 text-slate-900 font-bold">
|
|
238
|
+
Click Me!
|
|
239
|
+
</button>
|
|
240
|
+
</div>
|
|
241
|
+
</div>
|
|
242
|
+
`);
|
|
243
|
+
}
|
|
244
|
+
|
|
245
|
+
// Button clicks work by default
|
|
246
|
+
on('click', '#clickBtn', () => {
|
|
247
|
+
score++;
|
|
248
|
+
render();
|
|
249
|
+
});
|
|
250
|
+
|
|
251
|
+
render();
|
|
252
|
+
});
|
|
253
|
+
```
|
|
254
|
+
|
|
255
|
+
### Recipe 2: Canvas Game (Landscape)
|
|
256
|
+
|
|
257
|
+
Default pattern - fixed 640×360 resolution. Games work identically on all devices.
|
|
258
|
+
|
|
259
|
+
```ts
|
|
260
|
+
import { game } from 'star-canvas';
|
|
261
|
+
|
|
262
|
+
game(({ ctx, width, height, loop }) => {
|
|
263
|
+
// width = 640, height = 360 (always, with letterboxing)
|
|
264
|
+
const playerSize = 32;
|
|
265
|
+
const speed = 200; // 200px per second
|
|
266
|
+
|
|
267
|
+
const player = { x: 64, y: 180 }; // Fixed positions work everywhere
|
|
268
|
+
|
|
269
|
+
loop((dt) => {
|
|
270
|
+
player.x += speed * dt;
|
|
271
|
+
if (player.x > width) player.x = -playerSize;
|
|
272
|
+
|
|
273
|
+
ctx.fillStyle = '#0f172a';
|
|
274
|
+
ctx.fillRect(0, 0, width, height);
|
|
275
|
+
|
|
276
|
+
ctx.fillStyle = '#22d3ee';
|
|
277
|
+
ctx.fillRect(player.x, player.y - playerSize/2, playerSize, playerSize);
|
|
278
|
+
});
|
|
279
|
+
});
|
|
280
|
+
// Default: 640×360 landscape with letterboxing
|
|
281
|
+
```
|
|
282
|
+
|
|
283
|
+
### Recipe 3: Canvas Game (Portrait)
|
|
284
|
+
|
|
285
|
+
For puzzle games, card games, match-3, mobile-style games - use portrait preset.
|
|
286
|
+
|
|
287
|
+
```ts
|
|
288
|
+
import { game } from 'star-canvas';
|
|
289
|
+
|
|
290
|
+
game(({ ctx, width, height, loop, canvas, toStagePoint }) => {
|
|
291
|
+
// width = 360, height = 640 (always, with letterboxing)
|
|
292
|
+
const cellSize = 40;
|
|
293
|
+
const gridCols = 8;
|
|
294
|
+
const gridRows = 12;
|
|
295
|
+
|
|
296
|
+
// Center the grid
|
|
297
|
+
const gridWidth = gridCols * cellSize;
|
|
298
|
+
const gridX = (width - gridWidth) / 2;
|
|
299
|
+
const gridY = 80;
|
|
300
|
+
|
|
301
|
+
canvas.addEventListener('pointerdown', (e) => {
|
|
302
|
+
const { x, y } = toStagePoint(e);
|
|
303
|
+
// Handle tap on grid...
|
|
304
|
+
});
|
|
305
|
+
|
|
306
|
+
loop((dt) => {
|
|
307
|
+
ctx.fillStyle = '#1e1b4b';
|
|
308
|
+
ctx.fillRect(0, 0, width, height);
|
|
309
|
+
|
|
310
|
+
ctx.strokeStyle = '#4338ca';
|
|
311
|
+
for (let row = 0; row < gridRows; row++) {
|
|
312
|
+
for (let col = 0; col < gridCols; col++) {
|
|
313
|
+
ctx.strokeRect(
|
|
314
|
+
gridX + col * cellSize,
|
|
315
|
+
gridY + row * cellSize,
|
|
316
|
+
cellSize, cellSize
|
|
317
|
+
);
|
|
318
|
+
}
|
|
319
|
+
}
|
|
320
|
+
});
|
|
321
|
+
}, { preset: 'portrait' }); // 360×640 portrait with letterboxing
|
|
322
|
+
```
|
|
323
|
+
|
|
324
|
+
### Recipe 4: Custom Resolution
|
|
325
|
+
|
|
326
|
+
For games that need different dimensions (e.g., pixel art at 320×180).
|
|
327
|
+
|
|
328
|
+
```ts
|
|
329
|
+
import { game } from 'star-canvas';
|
|
330
|
+
|
|
331
|
+
game(({ ctx, width, height, loop, toStagePoint, canvas }) => {
|
|
332
|
+
// Custom 320×180 resolution (retro pixel art style)
|
|
333
|
+
const player = { x: 160, y: 90 }; // Center
|
|
334
|
+
|
|
335
|
+
canvas.addEventListener('pointerdown', (e) => {
|
|
336
|
+
const { x, y } = toStagePoint(e);
|
|
337
|
+
console.log('Tapped at:', x, y); // Always 0-320, 0-180
|
|
338
|
+
});
|
|
339
|
+
|
|
340
|
+
loop((dt) => {
|
|
341
|
+
ctx.fillStyle = '#0f172a';
|
|
342
|
+
ctx.fillRect(0, 0, width, height);
|
|
343
|
+
|
|
344
|
+
ctx.fillStyle = '#22d3ee';
|
|
345
|
+
ctx.fillRect(player.x - 8, player.y - 8, 16, 16);
|
|
346
|
+
});
|
|
347
|
+
}, { width: 320, height: 180 }); // Custom resolution with letterboxing
|
|
348
|
+
```
|
|
349
|
+
|
|
350
|
+
### Recipe 5: Complex Game with Canvas + UI + Events (like FLOW)
|
|
351
|
+
|
|
352
|
+
```ts
|
|
353
|
+
import { game } from 'star-canvas';
|
|
354
|
+
import { createLeaderboard } from '/star-sdk/v1/leaderboard.js';
|
|
355
|
+
|
|
356
|
+
const leaderboard = createLeaderboard();
|
|
357
|
+
|
|
358
|
+
game(({ ctx, width, height, loop, ui, on, canvas, toStagePoint }) => {
|
|
359
|
+
let score = 0;
|
|
360
|
+
let state = 'menu';
|
|
361
|
+
|
|
362
|
+
function handleTap() {
|
|
363
|
+
if (state === 'menu' || state === 'gameover') {
|
|
364
|
+
startGame();
|
|
365
|
+
} else if (state === 'playing') {
|
|
366
|
+
// ... (player float logic) ...
|
|
367
|
+
}
|
|
368
|
+
}
|
|
369
|
+
|
|
370
|
+
// 1. Listen for screen taps - this makes UI click-through automatically
|
|
371
|
+
canvas.addEventListener('pointerdown', handleTap);
|
|
372
|
+
|
|
373
|
+
// 2. Listen for button clicks - buttons need pointer-events-auto
|
|
374
|
+
on('click', '#leaderboard-btn', (e) => {
|
|
375
|
+
e.stopPropagation();
|
|
376
|
+
leaderboard.show();
|
|
377
|
+
});
|
|
378
|
+
|
|
379
|
+
// 3. Render UI - buttons need pointer-events-auto to intercept clicks
|
|
380
|
+
let lastState = null;
|
|
381
|
+
let lastScore = -1;
|
|
382
|
+
|
|
383
|
+
function updateUI() {
|
|
384
|
+
// CRITICAL: Only render when state/score changes, NOT every frame
|
|
385
|
+
// Calling ui.render() in the loop breaks buttons (DOM recreation)
|
|
386
|
+
if (state === lastState && score === lastScore) return;
|
|
387
|
+
lastState = state;
|
|
388
|
+
lastScore = score;
|
|
389
|
+
|
|
390
|
+
if (state === 'menu') {
|
|
391
|
+
ui.render(`
|
|
392
|
+
<div class="h-full flex flex-col items-center justify-center text-white">
|
|
393
|
+
<h1 class="text-6xl font-bold mb-4">FLOW</h1>
|
|
394
|
+
<div class="text-2xl animate-pulse">TAP TO START</div>
|
|
395
|
+
</div>`);
|
|
396
|
+
} else if (state === 'playing') {
|
|
397
|
+
ui.render(`
|
|
398
|
+
<div class="absolute top-8 left-1/2 -translate-x-1/2 text-white">
|
|
399
|
+
<div class="text-5xl font-bold">\${score}</div>
|
|
400
|
+
</div>`);
|
|
401
|
+
} else if (state === 'gameover') {
|
|
402
|
+
ui.render(`
|
|
403
|
+
<div class="h-full flex flex-col items-center justify-center text-white">
|
|
404
|
+
<div class="text-3xl mb-4">GAME OVER</div>
|
|
405
|
+
<div class="text-6xl mb-4">\${score}</div>
|
|
406
|
+
<button id="leaderboard-btn" class="px-6 py-3 mb-4 bg-purple-600 rounded-lg pointer-events-auto">
|
|
407
|
+
VIEW LEADERBOARD
|
|
408
|
+
</button>
|
|
409
|
+
<div class="text-xl animate-pulse">TAP TO RESTART</div>
|
|
410
|
+
</div>`);
|
|
411
|
+
}
|
|
412
|
+
}
|
|
413
|
+
|
|
414
|
+
// 4. Call updateUI when state changes (NOT every frame)
|
|
415
|
+
updateUI();
|
|
416
|
+
|
|
417
|
+
// Update when state transitions happen
|
|
418
|
+
function startGame() {
|
|
419
|
+
state = 'playing';
|
|
420
|
+
score = 0;
|
|
421
|
+
updateUI();
|
|
422
|
+
}
|
|
423
|
+
|
|
424
|
+
function endGame() {
|
|
425
|
+
state = 'gameover';
|
|
426
|
+
// Submit score to leaderboard
|
|
427
|
+
leaderboard.submit(score);
|
|
428
|
+
updateUI();
|
|
429
|
+
}
|
|
430
|
+
});
|
|
431
|
+
```
|
|
432
|
+
|
|
433
|
+
### Recipe 6: Safe Canvas Transforms (scoped)
|
|
434
|
+
|
|
435
|
+
When applying temporary transforms (translate, rotate, scale), use `scoped()` to automatically restore the context state:
|
|
436
|
+
|
|
437
|
+
```ts
|
|
438
|
+
import { game } from 'star-canvas';
|
|
439
|
+
|
|
440
|
+
game(({ ctx, scoped, loop }) => {
|
|
441
|
+
const cards = [
|
|
442
|
+
{ x: 100, y: 100, angle: 0.1, visible: true },
|
|
443
|
+
{ x: 200, y: 150, angle: -0.2, visible: true },
|
|
444
|
+
];
|
|
445
|
+
|
|
446
|
+
function drawCard(card) {
|
|
447
|
+
scoped(() => {
|
|
448
|
+
ctx.translate(card.x, card.y);
|
|
449
|
+
ctx.rotate(card.angle);
|
|
450
|
+
if (!card.visible) return; // Safe! restore() still happens
|
|
451
|
+
ctx.fillStyle = '#3b82f6';
|
|
452
|
+
ctx.fillRect(-40, -60, 80, 120);
|
|
453
|
+
});
|
|
454
|
+
}
|
|
455
|
+
|
|
456
|
+
loop(() => {
|
|
457
|
+
ctx.clearRect(0, 0, 800, 600);
|
|
458
|
+
cards.forEach(drawCard);
|
|
459
|
+
});
|
|
460
|
+
});
|
|
461
|
+
```
|
|
462
|
+
|
|
463
|
+
**Why use `scoped()`:** Prevents transform stack corruption from early returns, exceptions, or forgetting `ctx.restore()`. The context is always restored, even if the function exits early.
|
|
464
|
+
|
|
465
|
+
### Recipe 7: Drag and Drop with createDrag() (RECOMMENDED)
|
|
466
|
+
|
|
467
|
+
Use the `createDrag()` helper - it handles coordinate conversion and offset tracking automatically.
|
|
468
|
+
|
|
469
|
+
```ts
|
|
470
|
+
import { game } from 'star-canvas';
|
|
471
|
+
|
|
472
|
+
game(({ ctx, width, height, loop, canvas, createDrag }) => {
|
|
473
|
+
// Size relative to height for consistency
|
|
474
|
+
const pieceSize = height * 0.15;
|
|
475
|
+
|
|
476
|
+
const pieces = [
|
|
477
|
+
{ x: width * 0.2, y: height * 0.3, color: '#ef4444' },
|
|
478
|
+
{ x: width * 0.4, y: height * 0.4, color: '#22c55e' },
|
|
479
|
+
{ x: width * 0.6, y: height * 0.3, color: '#3b82f6' },
|
|
480
|
+
];
|
|
481
|
+
|
|
482
|
+
// Create drag helper - handles coordinate conversion automatically
|
|
483
|
+
const drag = createDrag();
|
|
484
|
+
|
|
485
|
+
function hitTest(x, y) {
|
|
486
|
+
for (let i = pieces.length - 1; i >= 0; i--) {
|
|
487
|
+
const p = pieces[i];
|
|
488
|
+
if (x >= p.x && x < p.x + pieceSize && y >= p.y && y < p.y + pieceSize) {
|
|
489
|
+
return p;
|
|
490
|
+
}
|
|
491
|
+
}
|
|
492
|
+
return null;
|
|
493
|
+
}
|
|
494
|
+
|
|
495
|
+
canvas.addEventListener('pointerdown', (e) => {
|
|
496
|
+
canvas.setPointerCapture(e.pointerId); // IMPORTANT: Ensures drag works outside canvas
|
|
497
|
+
const { x, y } = drag.point(e); // Convert coordinates
|
|
498
|
+
const hit = hitTest(x, y);
|
|
499
|
+
if (hit) {
|
|
500
|
+
drag.grab(e, hit); // Start drag with offset from cursor
|
|
501
|
+
canvas.style.cursor = 'grabbing';
|
|
502
|
+
}
|
|
503
|
+
});
|
|
504
|
+
|
|
505
|
+
canvas.addEventListener('pointermove', (e) => {
|
|
506
|
+
drag.move(e); // Updates grabbed object position
|
|
507
|
+
if (!drag.dragging) {
|
|
508
|
+
const { x, y } = drag.point(e);
|
|
509
|
+
canvas.style.cursor = hitTest(x, y) ? 'grab' : 'default';
|
|
510
|
+
}
|
|
511
|
+
});
|
|
512
|
+
|
|
513
|
+
canvas.addEventListener('pointerup', () => {
|
|
514
|
+
const dropped = drag.release(); // Returns dropped object (or null)
|
|
515
|
+
if (dropped) {
|
|
516
|
+
console.log('Dropped:', dropped);
|
|
517
|
+
}
|
|
518
|
+
canvas.style.cursor = 'default';
|
|
519
|
+
});
|
|
520
|
+
|
|
521
|
+
loop(() => {
|
|
522
|
+
ctx.fillStyle = '#1e293b';
|
|
523
|
+
ctx.fillRect(0, 0, width, height);
|
|
524
|
+
|
|
525
|
+
for (const p of pieces) {
|
|
526
|
+
ctx.fillStyle = drag.dragging === p ? '#fbbf24' : p.color;
|
|
527
|
+
ctx.fillRect(p.x, p.y, pieceSize, pieceSize);
|
|
528
|
+
}
|
|
529
|
+
});
|
|
530
|
+
});
|
|
531
|
+
```
|
|
532
|
+
|
|
533
|
+
**CRITICAL: Always use `setPointerCapture()`** - This ensures drags work even when the pointer moves outside the canvas. Without it, fast drags can leave objects stuck mid-drag.
|
|
534
|
+
|
|
535
|
+
### Recipe 8: Drag and Drop (Manual Pattern)
|
|
536
|
+
|
|
537
|
+
If you need more control, here's the manual approach with `toStagePoint()`.
|
|
538
|
+
|
|
539
|
+
```ts
|
|
540
|
+
import { game } from 'star-canvas';
|
|
541
|
+
|
|
542
|
+
game(({ ctx, width, height, loop, canvas, toStagePoint }) => {
|
|
543
|
+
const pieceSize = height * 0.15;
|
|
544
|
+
const pieces = [
|
|
545
|
+
{ x: width * 0.2, y: height * 0.3, color: '#ef4444' },
|
|
546
|
+
{ x: width * 0.4, y: height * 0.4, color: '#22c55e' },
|
|
547
|
+
];
|
|
548
|
+
|
|
549
|
+
// Manual drag state
|
|
550
|
+
let dragging = null;
|
|
551
|
+
let dragOffsetX = 0;
|
|
552
|
+
let dragOffsetY = 0;
|
|
553
|
+
|
|
554
|
+
function hitTest(px, py) {
|
|
555
|
+
for (let i = pieces.length - 1; i >= 0; i--) {
|
|
556
|
+
const p = pieces[i];
|
|
557
|
+
if (px >= p.x && px < p.x + pieceSize && py >= p.y && py < p.y + pieceSize) {
|
|
558
|
+
return p;
|
|
559
|
+
}
|
|
560
|
+
}
|
|
561
|
+
return null;
|
|
562
|
+
}
|
|
563
|
+
|
|
564
|
+
canvas.addEventListener('pointerdown', (e) => {
|
|
565
|
+
canvas.setPointerCapture(e.pointerId); // Ensures drag works outside canvas
|
|
566
|
+
const { x, y } = toStagePoint(e); // CRITICAL: Convert coordinates!
|
|
567
|
+
const hit = hitTest(x, y);
|
|
568
|
+
if (hit) {
|
|
569
|
+
dragging = hit;
|
|
570
|
+
dragOffsetX = x - hit.x; // Store offset
|
|
571
|
+
dragOffsetY = y - hit.y;
|
|
572
|
+
canvas.style.cursor = 'grabbing';
|
|
573
|
+
}
|
|
574
|
+
});
|
|
575
|
+
|
|
576
|
+
canvas.addEventListener('pointermove', (e) => {
|
|
577
|
+
const { x, y } = toStagePoint(e); // CRITICAL: Convert here too!
|
|
578
|
+
if (dragging) {
|
|
579
|
+
dragging.x = x - dragOffsetX;
|
|
580
|
+
dragging.y = y - dragOffsetY;
|
|
581
|
+
} else {
|
|
582
|
+
canvas.style.cursor = hitTest(x, y) ? 'grab' : 'default';
|
|
583
|
+
}
|
|
584
|
+
});
|
|
585
|
+
|
|
586
|
+
canvas.addEventListener('pointerup', () => {
|
|
587
|
+
dragging = null;
|
|
588
|
+
canvas.style.cursor = 'default';
|
|
589
|
+
});
|
|
590
|
+
|
|
591
|
+
loop(() => {
|
|
592
|
+
ctx.fillStyle = '#1e293b';
|
|
593
|
+
ctx.fillRect(0, 0, width, height);
|
|
594
|
+
|
|
595
|
+
for (const p of pieces) {
|
|
596
|
+
ctx.fillStyle = dragging === p ? '#fbbf24' : p.color;
|
|
597
|
+
ctx.fillRect(p.x, p.y, pieceSize, pieceSize);
|
|
598
|
+
}
|
|
599
|
+
});
|
|
600
|
+
});
|
|
601
|
+
```
|
|
602
|
+
|
|
603
|
+
**Common Drag-Drop Mistakes:**
|
|
604
|
+
|
|
605
|
+
1. ❌ Forgetting `toStagePoint()` in pointermove → `createDrag()` fixes this
|
|
606
|
+
2. ❌ No drag offset (piece "jumps" to cursor) → `createDrag()` fixes this
|
|
607
|
+
3. ❌ Using `e.clientX/clientY` directly → `createDrag()` fixes this
|
|
608
|
+
4. ❌ Not clearing state on pointerup → `createDrag()` fixes this
|
|
609
|
+
5. ❌ Missing `setPointerCapture()` (drags break outside canvas) → **You must add this!**
|
|
610
|
+
|
|
611
|
+
**Recommendation:** Use `createDrag()` + `setPointerCapture()` for bulletproof drag-and-drop.
|
|
@@ -0,0 +1,258 @@
|
|
|
1
|
+
**Installation**
|
|
2
|
+
|
|
3
|
+
```bash
|
|
4
|
+
yarn add star-leaderboard
|
|
5
|
+
```
|
|
6
|
+
|
|
7
|
+
### Star Leaderboard SDK
|
|
8
|
+
|
|
9
|
+
**Simple leaderboards for Star games.** Submit scores, show rankings, share results. Never crashes your game.
|
|
10
|
+
|
|
11
|
+
**Import:**
|
|
12
|
+
```javascript
|
|
13
|
+
import { createLeaderboard } from 'star-leaderboard';
|
|
14
|
+
const leaderboard = createLeaderboard();
|
|
15
|
+
```
|
|
16
|
+
|
|
17
|
+
**CRITICAL:** Import in JavaScript - don't add `<script>` tags.
|
|
18
|
+
|
|
19
|
+
---
|
|
20
|
+
|
|
21
|
+
**Quick Start:**
|
|
22
|
+
|
|
23
|
+
```javascript
|
|
24
|
+
import { createLeaderboard } from 'star-leaderboard';
|
|
25
|
+
import { game } from '/star-sdk/v1/dom.js';
|
|
26
|
+
|
|
27
|
+
const leaderboard = createLeaderboard();
|
|
28
|
+
|
|
29
|
+
game(({ ctx, width, height, loop, ui, on, canvas }) => {
|
|
30
|
+
let score = 0;
|
|
31
|
+
let state = 'playing';
|
|
32
|
+
|
|
33
|
+
function endGame() {
|
|
34
|
+
state = 'gameover';
|
|
35
|
+
// Submit score and show leaderboard
|
|
36
|
+
leaderboard.submit(score);
|
|
37
|
+
leaderboard.show();
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
// Game logic...
|
|
41
|
+
});
|
|
42
|
+
```
|
|
43
|
+
|
|
44
|
+
**That's it!** The SDK handles:
|
|
45
|
+
- Score submission (works for guests and logged-in users)
|
|
46
|
+
- Platform leaderboard UI (modal with rankings)
|
|
47
|
+
- Weekly/all-time timeframes
|
|
48
|
+
- AI-detected scoring (score/time/moves - higher or lower is better)
|
|
49
|
+
|
|
50
|
+
---
|
|
51
|
+
|
|
52
|
+
**API Reference:**
|
|
53
|
+
|
|
54
|
+
**Core Methods:**
|
|
55
|
+
```javascript
|
|
56
|
+
leaderboard.submit(score) // Submit score, returns Promise<{ success, rank, scoreId }>
|
|
57
|
+
leaderboard.show() // Show platform leaderboard UI
|
|
58
|
+
leaderboard.getScores(options) // Fetch scores for custom UI
|
|
59
|
+
leaderboard.share(options) // Generate shareable link
|
|
60
|
+
```
|
|
61
|
+
|
|
62
|
+
**Properties:**
|
|
63
|
+
```javascript
|
|
64
|
+
leaderboard.ready // true when SDK is initialized
|
|
65
|
+
leaderboard.gameId // Current game ID (auto-detected on platform)
|
|
66
|
+
```
|
|
67
|
+
|
|
68
|
+
**Aliases (for discoverability):**
|
|
69
|
+
```javascript
|
|
70
|
+
leaderboard.submitScore(score) // Same as submit()
|
|
71
|
+
leaderboard.showLeaderboard() // Same as show()
|
|
72
|
+
```
|
|
73
|
+
|
|
74
|
+
---
|
|
75
|
+
|
|
76
|
+
**Patterns:**
|
|
77
|
+
|
|
78
|
+
### Pattern 1: Submit and Show (Most Common)
|
|
79
|
+
|
|
80
|
+
```javascript
|
|
81
|
+
import { createLeaderboard } from 'star-leaderboard';
|
|
82
|
+
|
|
83
|
+
const leaderboard = createLeaderboard();
|
|
84
|
+
|
|
85
|
+
function gameOver(finalScore) {
|
|
86
|
+
// Fire and forget - simplest approach
|
|
87
|
+
leaderboard.submit(finalScore);
|
|
88
|
+
leaderboard.show();
|
|
89
|
+
}
|
|
90
|
+
```
|
|
91
|
+
|
|
92
|
+
### Pattern 2: With Rank Feedback
|
|
93
|
+
|
|
94
|
+
```javascript
|
|
95
|
+
import { createLeaderboard } from 'star-leaderboard';
|
|
96
|
+
|
|
97
|
+
const leaderboard = createLeaderboard();
|
|
98
|
+
|
|
99
|
+
async function gameOver(finalScore) {
|
|
100
|
+
const { success, rank } = await leaderboard.submit(finalScore);
|
|
101
|
+
|
|
102
|
+
if (success && rank) {
|
|
103
|
+
console.log(`You ranked #${rank}!`);
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
leaderboard.show();
|
|
107
|
+
}
|
|
108
|
+
```
|
|
109
|
+
|
|
110
|
+
### Pattern 3: Leaderboard Button
|
|
111
|
+
|
|
112
|
+
```javascript
|
|
113
|
+
import { createLeaderboard } from 'star-leaderboard';
|
|
114
|
+
import { game } from '/star-sdk/v1/dom.js';
|
|
115
|
+
|
|
116
|
+
const leaderboard = createLeaderboard();
|
|
117
|
+
|
|
118
|
+
game(({ ui, on }) => {
|
|
119
|
+
ui.render(`
|
|
120
|
+
<button id="lb-btn" class="pointer-events-auto">
|
|
121
|
+
View Leaderboard
|
|
122
|
+
</button>
|
|
123
|
+
`);
|
|
124
|
+
|
|
125
|
+
on('click', '#lb-btn', (e) => {
|
|
126
|
+
e.stopPropagation();
|
|
127
|
+
leaderboard.show();
|
|
128
|
+
});
|
|
129
|
+
});
|
|
130
|
+
```
|
|
131
|
+
|
|
132
|
+
### Pattern 4: Custom Leaderboard UI
|
|
133
|
+
|
|
134
|
+
```javascript
|
|
135
|
+
import { createLeaderboard } from 'star-leaderboard';
|
|
136
|
+
|
|
137
|
+
const leaderboard = createLeaderboard();
|
|
138
|
+
|
|
139
|
+
async function showCustomLeaderboard() {
|
|
140
|
+
const { scores, you, config } = await leaderboard.getScores({
|
|
141
|
+
timeframe: 'weekly', // or 'all_time'
|
|
142
|
+
limit: 10
|
|
143
|
+
});
|
|
144
|
+
|
|
145
|
+
// Render your own UI
|
|
146
|
+
scores.forEach(entry => {
|
|
147
|
+
console.log(`#${entry.rank} ${entry.playerName}: ${entry.score}`);
|
|
148
|
+
});
|
|
149
|
+
|
|
150
|
+
if (you) {
|
|
151
|
+
console.log(`Your rank: #${you.rank}`);
|
|
152
|
+
}
|
|
153
|
+
}
|
|
154
|
+
```
|
|
155
|
+
|
|
156
|
+
### Pattern 5: Full Game Example
|
|
157
|
+
|
|
158
|
+
```javascript
|
|
159
|
+
import { createLeaderboard } from 'star-leaderboard';
|
|
160
|
+
import { game } from '/star-sdk/v1/dom.js';
|
|
161
|
+
|
|
162
|
+
const leaderboard = createLeaderboard();
|
|
163
|
+
|
|
164
|
+
game(({ ctx, width, height, loop, ui, on, canvas }) => {
|
|
165
|
+
let score = 0;
|
|
166
|
+
let state = 'menu';
|
|
167
|
+
|
|
168
|
+
function startGame() {
|
|
169
|
+
state = 'playing';
|
|
170
|
+
score = 0;
|
|
171
|
+
updateUI();
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
function endGame() {
|
|
175
|
+
state = 'gameover';
|
|
176
|
+
leaderboard.submit(score);
|
|
177
|
+
updateUI();
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
// UI with leaderboard button
|
|
181
|
+
function updateUI() {
|
|
182
|
+
if (state === 'gameover') {
|
|
183
|
+
ui.render(`
|
|
184
|
+
<div class="h-full flex flex-col items-center justify-center text-white">
|
|
185
|
+
<div class="text-3xl mb-4">GAME OVER</div>
|
|
186
|
+
<div class="text-6xl mb-4">\${score}</div>
|
|
187
|
+
<button id="lb-btn" class="px-6 py-3 mb-4 bg-purple-600 rounded-lg pointer-events-auto">
|
|
188
|
+
VIEW LEADERBOARD
|
|
189
|
+
</button>
|
|
190
|
+
<div class="text-xl animate-pulse">TAP TO RESTART</div>
|
|
191
|
+
</div>
|
|
192
|
+
`);
|
|
193
|
+
}
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
on('click', '#lb-btn', (e) => {
|
|
197
|
+
e.stopPropagation();
|
|
198
|
+
leaderboard.show();
|
|
199
|
+
});
|
|
200
|
+
|
|
201
|
+
canvas.addEventListener('pointerdown', () => {
|
|
202
|
+
if (state === 'menu' || state === 'gameover') startGame();
|
|
203
|
+
});
|
|
204
|
+
|
|
205
|
+
loop((dt) => {
|
|
206
|
+
// Game logic...
|
|
207
|
+
});
|
|
208
|
+
});
|
|
209
|
+
```
|
|
210
|
+
|
|
211
|
+
---
|
|
212
|
+
|
|
213
|
+
**Options:**
|
|
214
|
+
|
|
215
|
+
```javascript
|
|
216
|
+
// Default - auto-detects gameId on Star platform
|
|
217
|
+
const leaderboard = createLeaderboard();
|
|
218
|
+
|
|
219
|
+
// Standalone use (outside Star platform)
|
|
220
|
+
const leaderboard = createLeaderboard({
|
|
221
|
+
gameId: 'your-game-uuid',
|
|
222
|
+
apiBase: 'https://buildwithstar.com'
|
|
223
|
+
});
|
|
224
|
+
```
|
|
225
|
+
|
|
226
|
+
---
|
|
227
|
+
|
|
228
|
+
**getScores Options:**
|
|
229
|
+
|
|
230
|
+
```javascript
|
|
231
|
+
const data = await leaderboard.getScores({
|
|
232
|
+
timeframe: 'weekly', // 'weekly' (default) or 'all_time'
|
|
233
|
+
limit: 10 // Number of scores (default: 10)
|
|
234
|
+
});
|
|
235
|
+
|
|
236
|
+
// Returns:
|
|
237
|
+
{
|
|
238
|
+
scores: [{ id, playerName, score, rank, submittedAt }],
|
|
239
|
+
config: { sort: 'DESC', valueType: 'score' },
|
|
240
|
+
timeframe: 'weekly',
|
|
241
|
+
you: { ... } | null, // Your score if outside top scores
|
|
242
|
+
weekResetTime: 1234567890 // Unix ms when weekly resets
|
|
243
|
+
}
|
|
244
|
+
```
|
|
245
|
+
|
|
246
|
+
---
|
|
247
|
+
|
|
248
|
+
**Tips:**
|
|
249
|
+
|
|
250
|
+
1. **Call `submit()` before `show()`** - Ensures your score appears immediately in the leaderboard.
|
|
251
|
+
|
|
252
|
+
2. **Fire and forget is fine** - `submit()` returns a Promise but you don't need to await it.
|
|
253
|
+
|
|
254
|
+
3. **Use `show()` for platform UI** - It's the easiest way. Use `getScores()` only if you need custom rendering.
|
|
255
|
+
|
|
256
|
+
4. **Don't store leaderboard state** - Just call the SDK methods when needed. The platform handles caching.
|
|
257
|
+
|
|
258
|
+
5. **Works for guests** - Guests get a generated name like "Guest1234". They can sign in later to claim scores.
|