mep-instant
v2.1.0
Published
Top level namespace for the Instant Games SDK.
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MEPInstant
Top level namespace for the Instant Games SDK.
initializeAsync()
Initializes the SDK library. This should be called before any other SDK functions.
Examples
MEPInstant.initializeAsync().then(function() {
// Many properties will be null until the initialization completes.
// This is a good place to fetch them:
var platform = MEPInstant.getPlatform(); // 'IOS'
var sdkVersion = MEPInstant.getSDKVersion(); // '2.0'
var playerID = MEPInstant.getPlayerID();
});
Returns Promise<void> that resolves when the SDK is ready to use.
getSDKVersion()
The string representation of this SDK version.
Examples
var sdkVersion = MEPInstant.getSDKVersion(); // '2.0'
Returns string The SDK version.
getPlatform()
The platform on which the game is currently running.
Examples
var platform = MEPInstant.getPlatform(); // 'IOS'
Returns string The platform.
getPlayerId()
Get the id of the player.
Examples
var platform = getPlayerId(); // '123'
Returns string The player id.
startGameAsync()
Start the game initialization flow.
Examples
MEPInstant.startGameAsync().then(function(song: Song) {
myGame.start(song);
});
Returns Promise<Song> that resolves when game is loaded and data is fulfilled.
getNotesAsync()
Read notes data from the level file.
Parameters
levelUrl
string The link to level file.
Examples
MEPInstant.getNotesAsync().then(function(notes: Note[]) {
myGame.createObstacles(notes);
});
Returns Promise<Note[]> that resolves when the notes data is fetched.
onPause()
Set a callback to be fired when a pause event is triggered.
Parameters
func
Function A function to call when a pause event occurs.
Examples
MEPInstant.onPause(function() {
console.log('Pause event was triggered!');
pauseGameplay();
})
Returns void
onResume()
Set a callback to be fired when a resume event is triggered.
Parameters
func
Function A function to call when a resume event occurs.
Examples
MEPInstant.onResume(function() {
console.log('Resume event was triggered!');
resumeGameplay();
})
Returns void
showReviseConfirmation()
Show a revise confirmation dialog to allow user to choose whether continue or end game.
Parameters
onYesAnswer
Function A function to call when user has chosen continue.onNoAnswer
Function A function to call when user has chosen stop.
Examples
MEPInstant.showReviseConfirmation(
function() {
console.log('Continue is chose!');
continueGameplay();
},
function() {
console.log('Stop is chose!');
stopGameplay();
})
Returns void
endGame()
Indicates that the game has finished.
Parameters
result
Result The playing section result.
Examples
MEPInstant.endGame({ score: 23, star: 3, crown: 1, loop: 2, notes: 100, revise: 0, 1.4});
Returns void
createMusicPlayer()
Create music player to control music playback.
Parameters
options
MusicPlayerOptions The music player options.
Examples
var player = createMusicPlayer({
src: [mp3Url],
onLoad: function() {
loadLevel()
}
});
Returns MusicPlayer to control music playback.
MusicPlayer
Music player that should be used to control music playback. In our game we use MusicPlayer to play mp3.
play()
Play music or resume previous playback.
Examples
player.play();
Returns void
pause()
Pause playback and save current position.
Examples
player.pause();
Returns void
resume()
Resume previous playback.
Examples
player.resume();
Returns void
stop()
Stop playback and reset to start.
Examples
player.stop();
Returns void
getDuration()
Get the duration.
Examples
var duration = player.getDuration(); // 120
Returns number the duration in second.
setCurrentTime()
Set the current position of a sound.
Parameters
sec
number The position in second.
Examples
player.setCurrentTime(30);
Returns number the duration in second.
getCurrentTime()
Get the current position of a playback.
Examples
var currentTime = player.getCurrentTime(); // 90
Returns number the current position in second.
setVolume()
Set the volume for sound.
Parameters
volume
number Volume from 0.0 to 1.0.
Examples
player.setVolume(0.9);
Returns void
getVolume()
Get the volume.
Examples
var volume = player.getVolume(); // 0.6
Returns number the volume.
isPlaying()
Check if a music is currently playing or not.
Examples
if (!player.isPlaying()) {
player.play()
}
Returns boolean True if playing and false if not.
getState()
Returns the current loaded state.
Examples
var state = player.getState() // "loaded"
Returns string One of "unloaded", "loading", "loaded".
Song
Represents a song data for MEPInstant.startGameAsync.
Type: Object
Properties
id
string Song's id.title
string Song's title.artist
string Artist's name.duration
number Duration in second.mp3Url
string Link to the mp3.levelUrl
string Link to level.
Note
Represents a note data for MEPInstant.getNotesAsync.
Type: Object
Properties
name
string Name of note.time
number Time in seconds when the note is appeared.duration
number Duration of note in seconds.
Result
Represents a result data for MEPInstant.endGame.
Type: Object
Properties
score
number The score.star
number The star.crown
number The crown. Earn by playing endless mode.notes
number The number of notes have been hit.loop
number The loop count. Once song is over then loop += 1.revise
number The revise count.percent
number The percentage of current song. e.g. 0.8.
MusicPlayerOptions
Represents option to create an MusicPlayer.
Type: Object
Properties
src
string The sources to the track(s) to be loaded for the sound (URLs or base64 data URIs).loop
boolean Set to true to automatically loop the sound forever. defaultfalse
.autoplay
boolean Set to true to automatically start playback when sound is loaded. defaultfalse
.rate
number The rate of playback. 0.5 to 4.0, with 1.0 being normal speed. default1.0
onLoad
Function Fires when the sound is loaded.onPlay
Function Fires when the sound begins playing.onSeek
Function Fires when the sound has been seeked.onPause
Function Fires when the sound has been paused.onStop
Function Fires when the sound has been stopped.onEnd
Function Fires when the sound finishes playing (if it is looping, it'll fire at the end of each loop).