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Gamedistribution.com HTML5 SDK

This is the documentation of the "GameDistribution.com HTML5 SDK" project.

Gamedistribution.com is the biggest broker of high quality, cross-platform games. We connect the best game developers to the biggest publishers.

Running into any issues? Check out the F.A.Q. within the Wiki of the github repository before mailing to support@gamedistribution.com

Implementation within games

The SDK should be integrated within HTML5 games by loading it through our CDN. Specific information of the SDK features and usages can be found at the wiki.

Implementation self-hosted games.

In the case where a developer wants to self-host their game; the SDK should be implemented within the game as aforementioned. The only difference is that they will have to upload a zipped index.html-file containing an iframe with the following query variable: GD_SDK_REFERRER_URL. The value of this variable should be the parentUrl. A perfect example can be found at ./index_iframe.html.

Debugging

Games, which include the SDK, can be easily debugged by calling the following from a browser developer console:

gdsdk.openConsole();

The gdsdk namespace is set when creating the SDK instance. We can't change the name of this namespace as it is still used within games using the old SDK implementation.

Repository

The SDK is maintained on a public github repository. https://github.com/gamedistribution/GD-HTML5

Deployment

Deployment of the SDK to production environments is done through TeamCity.

Installation for development

Install the following programs:

Pull in the rest of the requirements using npm:

npm install

Setup a local node server, watch changes and update your browser view automatically:

grunt

Make a production build:

grunt build

Make a production build of the promotion script. This script is loaded through advertisement slots to support for cross promotions:

grunt promo

Events

SDK EVENTS

The SDK events should be used by developers to start or pause their game or handling critical errors. Unless the errors are ad related, then they could hook into the AD_ERROR event, however; the SDK should gracefully fail, so this should not be needed.

Event Description
SDK_READY When the SDK is ready.
SDK_ERROR When the SDK has hit a critical error.
SDK_GAME_START When the game should start.
SDK_GAME_PAUSE When the game should pause.
SDK_GDPR_TRACKING When the publishers' client has requested to not track his/ her data. Hook into this event to find out if you can record client tracking data.
SDK_GDPR_TARGETING When the publishers' client has requested to not get personalised advertisements. Hook into this event to find out if you can display personalised advertisements in case you use another ad solution.
SDK_GDPR_THIRD_PARTY When the publishers' client has requested to not load third party services. Hook into this event to find out if you can third party services like Facebook, AddThis, and such alike.

IMA SDK EVENTS

The SDK events are custom ads for handling any thing related to the IMA SDK itself.

Event Description
AD_SDK_MANAGER_READY When the adsManager instance is ready with ads.
AD_SDK_CANCELED When the ad is cancelled or stopped because its done running an ad.

AD EVENTS

The Gamedistribution.com SDK uses the IMA SDK for loading ads. All events of this SDK are also available to the developer. https://developers.google.com/interactive-media-ads/docs/sdks/html5/

Event Description
AD_ERROR When the ad it self has an error.
AD_BREAK_READY Fired when an ad rule or a VMAP ad break would have played if autoPlayAdBreaks is false.
AD_METADATA Fired when an ads list is loaded.
ALL_ADS_COMPLETED Fired when the ads manager is done playing all the ads.
CLICK Fired when the ad is clicked.
COMPLETE Fired when the ad completes playing.
CONTENT_PAUSE_REQUESTED Fired when content should be paused. This usually happens right before an ad is about to cover the content.
CONTENT_RESUME_REQUESTED Fired when content should be resumed. This usually happens when an ad finishes or collapses.
DURATION_CHANGE Fired when the ad's duration changes.
FIRST_QUARTILE Fired when the ad playhead crosses first quartile.
IMPRESSION Fired when the impression URL has been pinged.
INTERACTION Fired when an ad triggers the interaction callback. Ad interactions contain an interaction ID string in the ad data.
LINEAR_CHANGED Fired when the displayed ad changes from linear to nonlinear, or vice versa.
LOADED Fired when ad data is available.
LOG Fired when a non-fatal error is encountered. The user need not take any action since the SDK will continue with the same or next ad playback depending on the error situation.
MIDPOINT Fired when the ad playhead crosses midpoint.
PAUSED Fired when the ad is paused.
RESUMED Fired when the ad is resumed.
SKIPPABLE_STATE_CHANGED Fired when the displayed ads skippable state is changed.
SKIPPED Fired when the ad is skipped by the user.
STARTED Fired when the ad starts playing.
THIRD_QUARTILE Fired when the ad playhead crosses third quartile.
USER_CLOSE Fired when the ad is closed by the user.
VOLUME_CHANGED Fired when the ad volume has changed.
VOLUME_MUTED Fired when the ad volume has been muted.

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