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feat: Add Facebook SDK stubs for Instant Games
Integrates conceptual stubs for the Facebook Instant Games SDK. This includes functions for: - SDK Initialization (initializeAsync) - Player Info (player.getName, player.getID) - Game Readiness (startGameAsync) - Game State Persistence (player.setDataAsync, player.getDataAsync) These stubs log their actions to the console and simulate behavior for when the game is run outside the Facebook Gaming environment. Game flow has been updated to call these stubs at appropriate points (e.g., load on start, save on progress).
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lovecipher_game/script.js

Lines changed: 131 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,94 @@
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console.log("LoveCipher script loaded!");
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// --- Facebook SDK Stubs ---
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function initializeFacebookSDK() {
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console.log("FB SDK: Attempting to initialize...");
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if (typeof FBInstant !== 'undefined') {
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console.log("FB SDK: FBInstant found. Initializing SDK...");
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FBInstant.initializeAsync()
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.then(() => {
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console.log("FB SDK: Successfully initialized.");
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// SDK is ready, now get player info, signal loading, etc.
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getFacebookPlayerInfo();
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signalGameReadyToFacebook();
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})
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.catch((error) => {
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console.error("FB SDK: Initialization failed:", error);
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});
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} else {
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console.warn("FB SDK: FBInstant not found. Running in standalone mode. Facebook features will be simulated.");
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// Simulate a successful initialization for testing flow
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getFacebookPlayerInfo(); // Call these directly if SDK not present
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signalGameReadyToFacebook();
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}
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}
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function getFacebookPlayerInfo() {
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console.log("FB SDK: Attempting to get player info...");
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if (typeof FBInstant !== 'undefined' && FBInstant.player) {
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const playerName = FBInstant.player.getName();
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const playerId = FBInstant.player.getID();
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console.log(`FB SDK: Player Name: ${playerName}, Player ID: ${playerId}`);
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// You could update UI elements here with player name if desired
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} else {
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console.log("FB SDK: (Simulated) Player Name: TestUser, Player ID: 12345");
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}
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}
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function signalGameReadyToFacebook() {
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console.log("FB SDK: Signaling game ready to Facebook...");
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if (typeof FBInstant !== 'undefined') {
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FBInstant.startGameAsync()
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.then(() => {
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console.log("FB SDK: Game started successfully with Facebook platform.");
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})
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.catch((error) => {
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console.error("FB SDK: startGameAsync failed:", error);
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});
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} else {
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console.log("FB SDK: (Simulated) Game ready signal sent.");
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}
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}
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function saveFacebookGameState(gameState) {
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console.log("FB SDK: Attempting to save game state...", gameState);
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if (typeof FBInstant !== 'undefined' && FBInstant.player) {
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FBInstant.player.setDataAsync(gameState)
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.then(() => {
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console.log("FB SDK: Game state saved successfully.");
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})
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.catch((error) => {
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console.error("FB SDK: Failed to save game state:", error);
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});
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} else {
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console.log("FB SDK: (Simulated) Game state saved.", gameState);
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}
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}
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function loadFacebookGameState() {
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console.log("FB SDK: Attempting to load game state...");
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return new Promise((resolve, reject) => {
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if (typeof FBInstant !== 'undefined' && FBInstant.player) {
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FBInstant.player.getDataAsync(['currentStage', 'relationshipScore', 'collectedClues', 'playerPathClues'])
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.then(data => {
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console.log("FB SDK: Game state loaded successfully.", data);
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resolve(data);
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})
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.catch(error => {
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console.error("FB SDK: Failed to load game state:", error);
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reject(error);
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});
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} else {
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console.log("FB SDK: (Simulated) No game state found or SDK not available.");
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resolve(null); // Resolve with null if no data or SDK not present
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}
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});
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}
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// --- End Facebook SDK Stubs ---
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document.addEventListener('DOMContentLoaded', () => {
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initializeFacebookSDK(); // Initialize FB SDK first
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const playerInput = document.getElementById('player-input');
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const sendButton = document.getElementById('send-button');
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const chatDisplay = document.getElementById('chat-display');
@@ -245,6 +333,7 @@ document.addEventListener('DOMContentLoaded', () => {
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setInputMode('text');
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dialogueChoicesArea.innerHTML = '';
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displayNextMessage();
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saveFacebookGameState(getCurrentGameState()); // Save after choice
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}
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function processPlayerTextInput(text) {
@@ -300,6 +389,9 @@ document.addEventListener('DOMContentLoaded', () => {
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// Otherwise, currentMessages is already set to the "incorrect" feedback.
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if (puzzleSolvedForThisTurn) {
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currentMessages = [...(conversations[currentStage] || [])];
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if (expectingPuzzleAnswer === null) { // Puzzle was fully solved
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saveFacebookGameState(getCurrentGameState()); // Save after solving a puzzle
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}
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}
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messageIndex = 0;
@@ -339,11 +431,48 @@ document.addEventListener('DOMContentLoaded', () => {
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}
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// --- Game Initialization ---
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function startGame() {
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async function startGame() { // Made async to await potential FB load
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console.log("Game initialized.");
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// Attempt to load game state from Facebook
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const loadedData = await loadFacebookGameState();
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if (loadedData) {
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console.log("Applying loaded game state:", loadedData);
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// Carefully apply loaded data, ensuring types and existence
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if (loadedData.currentStage) currentStage = loadedData.currentStage;
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if (typeof loadedData.relationshipScore === 'number') relationshipScore = loadedData.relationshipScore;
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if (Array.isArray(loadedData.collectedClues)) collectedClues = [...loadedData.collectedClues];
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if (Array.isArray(loadedData.playerPathClues)) playerPathClues = [...loadedData.playerPathClues];
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// Need to re-find currentMessages and messageIndex based on loadedStage
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currentMessages = [...(conversations[currentStage] || [])];
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messageIndex = 0; // Start from beginning of loaded stage, or find exact message if saved
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updateCluesDisplay(); // Update UI with loaded clues
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// Potentially, if a puzzle was partially completed, restore that state too.
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// For now, restarting the stage is simpler.
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}
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statusText.textContent = `Relationship Score: ${relationshipScore}`;
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setInputMode('text'); // Start with text input
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setInputMode('text');
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// If we loaded a stage that ends in choices or a puzzle, displayNextMessage will handle it.
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// If it's an NPC message, it will display.
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// If it's the very start (intro) or a point where player should type, it will wait.
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displayNextMessage();
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// Example of saving state (e.g., if game auto-saves on start after loading)
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// saveFacebookGameState(getCurrentGameState());
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}
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function getCurrentGameState() {
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return {
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currentStage: currentStage,
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relationshipScore: relationshipScore,
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collectedClues: collectedClues,
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playerPathClues: playerPathClues,
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// Potentially add expectingPuzzleAnswer if you want to save mid-puzzle state
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};
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}
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startGame();

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