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Playgama/defold-bridge/bridge.bridge
One SDK for cross-platform publishing HTML5 games
- GitHub: Playgama/bridge-defold — pinned to
2fe3aed- Pick a release from Playgama/bridge-defold releases and add its Source code (zip) URL (or a packaged
.zipasset, if the library ships one) togame.projectunder[project]dependencies, then Fetch Libraries in the Defold editor. - Run
bunx @defold-typescript/cli resolveto materialize its types. - Import it under a namespace alias of your choice:
import * as bridge from "bridge.bridge"
- Pick a release from Playgama/bridge-defold releases and add its Source code (zip) URL (or a packaged
Functions
achievements.get_list(options: object, on_success: (this: any, list: unknown) => void, on_failure: (this: any, error: unknown) => void)achievements.is_get_list_supported(): booleanachievements.is_native_popup_supported(): booleanachievements.is_supported(): booleanachievements.show_native_popup(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)achievements.unlock(options: object, on_success: (this: any, result: unknown) => void, on_failure: (this: any, error: unknown) => void)advertisement.banner_state()advertisement.check_ad_block(on_success: (this: any, bool: boolean) => void, on_failure: (this: any, error: unknown) => void)advertisement.hide_banner()advertisement.interstitial_state()advertisement.is_banner_supported(): stringadvertisement.is_interstitial_supported(): stringadvertisement.is_rewarded_supported(): stringadvertisement.minimum_delay_between_interstitial(): numberadvertisement.on(event_name: string, callback: (this: any, state: unknown) => void)advertisement.rewarded_placement()advertisement.rewarded_state()advertisement.set_minimum_delay_between_interstitial(delay: number)advertisement.show_banner(position: string, placement: string)advertisement.show_interstitial(placement: string)advertisement.show_rewarded(placement: string)device.type(): stringgame.on(event_name: string, callback: (this: any, state: unknown) => void)game.visibility_state(): stringleaderboards.get_entries(id: string, on_success: (this: any, entries: unknown) => void, on_failure: (this: any, error: unknown) => void)leaderboards.set_score(id: string, score: number, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)leaderboards.show_native_popup(id: string, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)leaderboards.type(): stringpayments.consume_purchase(id: string, on_success: (this: any, purchase: unknown) => void, on_failure: (this: any, error: unknown) => void)payments.get_catalog(on_success: (this: any, catalogItems: unknown) => void, on_failure: (this: any, error: unknown) => void)payments.get_purchases(on_success: (this: any, purchases: unknown) => void, on_failure: (this: any, error: unknown) => void)payments.is_supported(): booleanpayments.purchase(id: string, on_success: (this: any, purchase: unknown) => void, on_failure: (this: any, error: unknown) => void)platform.get_all_games(on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void)platform.get_game_by_id(options: object, on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void)platform.get_server_time(on_success: (this: any, time: unknown) => void, on_failure: (this: any, error: unknown) => void)platform.id(): string | undefinedplatform.is_audio_enabled(): booleanplatform.is_get_all_games_supported(): booleanplatform.is_get_game_by_id_supported(): booleanplatform.language(): stringplatform.on(event_name: string, callback: (this: any, state: unknown) => void)platform.payload(): string | undefinedplatform.send_message(message: string, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)platform.tld(): string | undefinedplayer.authorize(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)player.extra(): objectplayer.id(): string | undefinedplayer.is_authorization_supported(): booleanplayer.is_authorized(): booleanplayer.name(): string | undefinedplayer.photos(): objectremote_config.get(options: object, on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void)remote_config.is_supported(): booleansocial.add_to_favorites(on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)social.add_to_home_screen(on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)social.create_post(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)social.invite_friends(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)social.is_add_to_favorites_supported(): booleansocial.is_add_to_home_screen_supported(): booleansocial.is_create_post_supported(): booleansocial.is_external_links_allowed(): booleansocial.is_invite_friends_supported(): booleansocial.is_join_community_supported(): booleansocial.is_rate_supported(): booleansocial.is_share_supported(): booleansocial.join_community(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)social.rate(on_success: (...args: any[]) => void, on_failure: (...args: any[]) => void)social.share(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)storage.default_type(): stringstorage.delete_(table_keys: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void, storage_type: string)storage.get(table_keys: object, on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void, storage_type: string)storage.is_available(storage_type: string): booleanstorage.is_supported(storage_type: string): booleanstorage.set(table_data: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void, storage_type: string)
achievements.get_list(options: object, on_success: (this: any, list: unknown) => void, on_failure: (this: any, error: unknown) => void)
Returns the achievement list in JSON.
Parameters
options:objecton_success:(this: any, list: unknown) => void— function(_, list)on_failure:(this: any, error: unknown) => void— function(_, error)
achievements.is_get_list_supported(): boolean
Check if getting list of achievements is supported.
Returns
boolean
achievements.is_native_popup_supported(): boolean
Check if built-in popup is supported.
Returns
boolean
achievements.is_supported(): boolean
Use this to determine if you can implement achievements for your game on the current platform.
Returns
boolean
achievements.show_native_popup(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Returns the achievement list in JSON.
Parameters
options:objecton_success:(...args: any[]) => void— function()on_failure:(this: any, error: unknown) => void— function(_, error)
achievements.unlock(options: object, on_success: (this: any, result: unknown) => void, on_failure: (this: any, error: unknown) => void)
Unlocks achievement for a player.
Parameters
options:objecton_success:(this: any, result: unknown) => void— function(_, result)on_failure:(this: any, error: unknown) => void— function(_, error)
advertisement.banner_state()
Hide the currently displayed banner ad when it is no longer needed.
advertisement.check_ad_block(on_success: (this: any, bool: boolean) => void, on_failure: (this: any, error: unknown) => void)
Check if the ad blocker is enabled.
Parameters
on_success:(this: any, bool: boolean) => void— function(_, bool)on_failure:(this: any, error: unknown) => void— function(_, error)
advertisement.hide_banner()
Hide the currently displayed banner ad when it is no longer needed.
advertisement.interstitial_state()
Track the state of the interstitial ad to manage ad display and user experience.
advertisement.is_banner_supported(): string
Check if the platform supports displaying banner ads. Use this to determine if you can include banner advertisements in your game.
Returns
string
advertisement.is_interstitial_supported(): string
Check if the platform supports displaying interstitial ads. Use this to determine if you can include interstitial advertisements in your game.
Returns
string
advertisement.is_rewarded_supported(): string
Check if the platform supports displaying rewarded ads. Use this to determine if you can include rewarded advertisements in your game.
Returns
string
advertisement.minimum_delay_between_interstitial(): number
Minimum time interval between interstitial ad displays to comply with platform requirements and improve user experience.
Returns
number
advertisement.on(event_name: string, callback: (this: any, state: unknown) => void)
State changed events.
Parameters
event_name:stringcallback:(this: any, state: unknown) => void— function(_, state)
advertisement.rewarded_placement()
Monitor the placement of the rewarded ad to manage the reward process.
advertisement.rewarded_state()
Monitor the state of the rewarded ad (loading, opened, closed, rewarded, failed) to manage the reward process.
advertisement.set_minimum_delay_between_interstitial(delay: number)
Set the minimum time interval between interstitial ad displays to comply with platform requirements and improve user experience.
Parameters
delay:number— 60 from default
advertisement.show_banner(position: string, placement: string)
Display a banner ad within your game to generate revenue through advertising.
Parameters
position:stringplacement:string
advertisement.show_interstitial(placement: string)
Display an interstitial ad at appropriate moments, such as during level transitions or game over screens.
Parameters
placement:string
advertisement.show_rewarded(placement: string)
Display a rewarded ad and provide incentives to players for watching the entire ad.
Parameters
placement:string
device.type(): string
Determine the type of device (mobile, tablet, desktop, tv) the game is being played on to adjust the game`s interface and performance settings.
Returns
string
game.on(event_name: string, callback: (this: any, state: unknown) => void)
Check if the game tab is visible or hidden, and adjust game behavior accordingly, such as muting sound when hidden.
Parameters
event_name:stringcallback:(this: any, state: unknown) => void— function(_, state)
game.visibility_state(): string
Returns the current visibility state of the game (the tab with the game).
Returns
string
leaderboards.get_entries(id: string, on_success: (this: any, entries: unknown) => void, on_failure: (this: any, error: unknown) => void)
Retrieve entries from the leaderboard, including the player's rank and score, to display a comprehensive leaderboard.
Parameters
id:stringon_success:(this: any, entries: unknown) => void— function(_, entries)on_failure:(this: any, error: unknown) => void— function(_, error)
leaderboards.set_score(id: string, score: number, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Submit the player's score to the leaderboard to update their rank and position.
Parameters
id:stringscore:numberon_success:(...args: any[]) => void— function()on_failure:(this: any, error: unknown) => void— function(_, error)
leaderboards.show_native_popup(id: string, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Show native popup leaderboard.
Parameters
id:stringon_success:(...args: any[]) => void— function()on_failure:(this: any, error: unknown) => void— function(_, error)
leaderboards.type(): string
Check the leaderboards type on the platform.
Returns
string
payments.consume_purchase(id: string, on_success: (this: any, purchase: unknown) => void, on_failure: (this: any, error: unknown) => void)
Consume purchased items, such as in-game currency, once they are used, to manage inventory and player progression.
Parameters
id:stringon_success:(this: any, purchase: unknown) => void— function(_, purchase)on_failure:(this: any, error: unknown) => void— function(_, error)
payments.get_catalog(on_success: (this: any, catalogItems: unknown) => void, on_failure: (this: any, error: unknown) => void)
Retrieve a list of all available in-game items that players can purchase to display in the game store.
Parameters
on_success:(this: any, catalogItems: unknown) => void— function(_, catalogItems)on_failure:(this: any, error: unknown) => void— function(_, error)
payments.get_purchases(on_success: (this: any, purchases: unknown) => void, on_failure: (this: any, error: unknown) => void)
Retrieve a list of items that the player has purchased to manage their inventory and provide access to purchased content.
Parameters
on_success:(this: any, purchases: unknown) => void— function(nil, purchases)on_failure:(this: any, error: unknown) => void— function(_, error)
payments.is_supported(): boolean
Check if in-game purchases are supported to offer items or upgrades within the game.
Returns
boolean
payments.purchase(id: string, on_success: (this: any, purchase: unknown) => void, on_failure: (this: any, error: unknown) => void)
Allow players to buy items or upgrades in your game to enhance their gameplay experience.
Parameters
id:stringon_success:(this: any, purchase: unknown) => void— function(_, purchase)on_failure:(this: any, error: unknown) => void— function(_, error)
platform.get_all_games(on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void)
Get all games on the platform.
Parameters
on_success:(this: any, data: unknown) => void— function(_, data)on_failure:(this: any, error: unknown) => void— function(_, error)
platform.get_game_by_id(options: object, on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void)
Get game by ID on the platform.
Parameters
options:objecton_success:(this: any, data: unknown) => void— function(_, data)on_failure:(this: any, error: unknown) => void— function(_, error)
platform.get_server_time(on_success: (this: any, time: unknown) => void, on_failure: (this: any, error: unknown) => void)
Server Time
Parameters
on_success:(this: any, time: unknown) => void— function(_, time)on_failure:(this: any, error: unknown) => void— function(_, error)
platform.id(): string | undefined
Identify the platform on which the game is currently running to customize features and settings accordingly.
Returns
string | undefined
platform.is_audio_enabled(): boolean
Check if the audio is enabled on the platform.
Returns
boolean
platform.is_get_all_games_supported(): boolean
Verify if the get_all_games is supported on the platform to ensure compatibility.
Returns
boolean
platform.is_get_game_by_id_supported(): boolean
Verify if the get_game_by_id is supported on the platform to ensure compatibility.
Returns
boolean
platform.language(): string
Get the language set by the user on the platform or the browser language if not provided by the platform, to localize game content.
Returns
string
platform.on(event_name: string, callback: (this: any, state: unknown) => void)
State changed events.
Parameters
event_name:stringcallback:(this: any, state: unknown) => void— function(_, state)
platform.payload(): string | undefined
Embed auxiliary information into the game URL to pass additional data or settings when launching the game.
Returns
string | undefined
platform.send_message(message: string, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Send predefined messages to the platform to trigger specific actions or events, such as signaling that the game is ready.
Parameters
message:string— One of message types:game_readyin_game_loading_startedon_success:(...args: any[]) => voidon_failure:(this: any, error: unknown) => void
platform.tld(): string | undefined
Retrieve the top-level domain of the platform to handle domain-specific configurations and behavior.
Returns
string | undefined
player.authorize(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Authorize the player on the platform to access protected features and personalize the game experience. For example, prompting the player to log in to save their progress or unlock social sharing features.
Parameters
options:objecton_success:(...args: any[]) => void— function()on_failure:(this: any, error: unknown) => void— function(_, error)
player.extra(): object
Get the extra information about player.
Returns
object
player.id(): string | undefined
Get the player’s unique ID on the platform to manage user-specific data and settings. Use this ID to track player progress, achievements, and purchases.
Returns
string | undefined
player.is_authorization_supported(): boolean
Check if the platform supports player authorization to enable features that require user authentication, such as saving game progress or accessing social features.
Returns
boolean
player.is_authorized(): boolean
Verify if the player is currently authorized on the platform. This allows you to enable personalized features, such as saving high scores or providing user-specific content.
Returns
boolean
player.name(): string | undefined
Retrieve the player's name to personalize the game experience. Display the name in leaderboards, friend lists, or when sending notifications and messages.
Returns
string | undefined
player.photos(): object
Get the count of player avatars available. Use this to manage and display user profile images effectively, such as showing the avatar in multiplayer lobbies or profile screens.
Returns
object
remote_config.get(options: object, on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void)
Encourage players to rate your game, providing valuable feedback and improving visibility.
Parameters
options:objecton_success:(this: any, data: unknown) => void— function(_, data)on_failure:(this: any, error: unknown) => void— function(_)
remote_config.is_supported(): boolean
Check if remote configuration is supported to manage game settings without releasing updates.
Returns
boolean
social.add_to_favorites(on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Allow players to bookmark your game for easy access in the future.
Parameters
on_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_)
social.add_to_home_screen(on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Enable players to add a shortcut to your game on their home screen for quick access.
Parameters
on_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_)
social.create_post(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Use this to let players create posts about their achievements or updates directly from the game.
Parameters
options:objecton_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_)
social.invite_friends(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Allow players to invite their friends to play the game, helping to grow your player base organically.
Parameters
options:objecton_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_)
social.is_add_to_favorites_supported(): boolean
Check if the add to favorites functionality is supported on the platform.
Returns
boolean
social.is_add_to_home_screen_supported(): boolean
Check if the add to home screen functionality is supported on the platform.
Returns
boolean
social.is_create_post_supported(): boolean
Check if the create post functionality is supported on the platform.
Returns
boolean
social.is_external_links_allowed(): boolean
Check if external links are allowed on the platform.
Returns
boolean
social.is_invite_friends_supported(): boolean
Check if the invite friends functionality is supported on the platform.
Returns
boolean
social.is_join_community_supported(): boolean
Check if the join community functionality is supported on the platform.
Returns
boolean
social.is_rate_supported(): boolean
Check if the rate game functionality is supported on the platform.
Returns
boolean
social.is_share_supported(): boolean
Check if the share functionality is supported on the platform.
Returns
boolean
social.join_community(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Use this to allow players to share game content or achievements on social media platforms.
Parameters
options:objecton_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_)
social.rate(on_success: (...args: any[]) => void, on_failure: (...args: any[]) => void)
Encourage players to rate your game, providing valuable feedback and improving visibility.
Parameters
on_success:(...args: any[]) => void— function(_)on_failure:(...args: any[]) => void— function(_)
social.share(options: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void)
Use this to allow players to share game content or achievements on social media platforms.
Parameters
options:objecton_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_)
storage.default_type(): string
Identify the default storage type to understand where data is being saved (local or server).
Returns
string
storage.delete_(table_keys: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void, storage_type: string)
Remove data from the specified storage by key to manage player data and settings effectively.
Parameters
table_keys:objecton_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_, error)storage_type:string
storage.get(table_keys: object, on_success: (this: any, data: unknown) => void, on_failure: (this: any, error: unknown) => void, storage_type: string)
Retrieve stored data based on a key or multiple keys to restore player progress or settings.
Parameters
table_keys:objecton_success:(this: any, data: unknown) => void— function(_, data)on_failure:(this: any, error: unknown) => void— function(_, error)storage_type:string
storage.is_available(storage_type: string): boolean
Check if the specified storage type is currently available for use to manage data storage effectively.
Parameters
storage_type:string
Returns
boolean
storage.is_supported(storage_type: string): boolean
Verify if the specified storage type is supported on the platform to ensure compatibility.
Parameters
storage_type:string
Returns
boolean
storage.set(table_data: object, on_success: (...args: any[]) => void, on_failure: (this: any, error: unknown) => void, storage_type: string)
Save data to the specified storage with a key to retain player progress or settings.
Parameters
table_data:objecton_success:(...args: any[]) => void— function(_)on_failure:(this: any, error: unknown) => void— function(_, error)storage_type:string