ODO JS SDK
Welcome to the ODO JS SDK. This library is meant for interacting with the ODO app via our JavaScript/App bridge and helps with communication with ODO, recording analytics and saving/retieving data.
Installation
There are 2 ways to install ODO.
via NPM/Yarn
npm install @odogames/js-sdk
// or
yarn add @odogames/js-sdk
Or Download It (save this JS file)
Use the following link to download the ODO JS SDK. Do not hot link to it. We like to make our games fully operational without the internet. This allows people to play games on the go more easily.
Download: https://www.unpkg.com/@odogames/js-sdk@1.0.0/build/odo.js
Initialization/Usage
When using npm you should import ODO as follows:
import ODO from '@odogames/js-sdk';
const odo = ODO.init({ useLocalStorageInDev: true });
odo.on(ODO.Events.start, () => {});
When downloading you should add the script file locally, maybe place it in a vendor file and access the "ODO" variable globally.
<script src="vendor/odo.js">
<script>
const odo = ODO.init({ useLocalStorageInDev: true });
odo.on(ODO.Events.start, () => {});
</script>
Events
The following functions are available when listening to events.
odo.events.on(event: ODO.Events, callback: (data?: object) => void): void
odo.events.off(event: ODO.Events, callback: (data?: object) => void): void
odo.events.once(event: ODO.Events, callback: (data?: object) => void): void
Event Types
ODO.Events.start: (Required) Is executed when the player wants to start a game. The start
event is required to be listened to.
ODO.Events.restart: For replayable games, after the "finish" trigger is executed, the player may "restart" the game. This action would initiate a restart event. Optionally, games can implement their own "restart" behavior. This is provided as a convenience.
Triggers
A trigger is used to signal to ODO that the game is prepared for further player interaction. For instance, the game should fire an ODO.Triggers.ready
trigger when all assets are loaded.
odo.trigger(event: ODO.Triggers, data?: object): void
Trigger Types
ODO.Triggers.ready: (Required) Indicate to ODO that the game is loaded and ready to be played.
ODO.Triggers.finish: For replayable games, you can indicate to ODO that a playthrough is complete. This will cause ODO to a show a UI that asks the player if they'd like to replay. This is provided as a convenience.
NOTE In dev environments, triggers will automatically fire their "event" counterparts.
Data Saving/Retrieval
Use the following methods to save/retrieve data. getForPlayer/saveForPlayer are used to store data for just this player, while get/save is for non-player specific information.
odo.data.get(key: string, (data: object) => void): Promise<object>
odo.data.save(key: string, (data: object) => void): Promise<object>
odo.data.getForPlayer(key: string, (data: object) => void): Promise<object>
odo.data.saveForPlayer(key: string, (data: object) => void): Promise<object>
Analytics
You may track certain player activities like "checkpoints" reached in order to get insights into how people playing your game are doing.
odo.track(event: string, data?: object): void
Testing/Configuration
The ODO JS SDK is designed to work within both the ODO app and in local development. When using the app, we save data via ODOs APIs. In local environments (or out on the web elsewhere), we use local storage as the persistence layer. This persistence is volatile, but allows developers to have an easy testing/development experience.
ODO.init(config?: object)
takes some optional params that are mostly useful in testing scenarios.
config = {
global?: Global, // A simulated global object as defined from our "Global" type. Great for unit testing.
useLocalStorageInDev: boolean, // Provides a useful simulation of persistance using localStorage
}
Getting Help
If you need any help, please hop into our Discord: https://discord.gg/SDSsGBP