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@mai3/phaser-sdk

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A UI component library based on the Phaser game engine

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var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __assign = (this && this.__assign) || function () { __assign = Object.assign || function(t) { for (var s, i = 1, n = arguments.length; i < n; i++) { s = arguments[i]; for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p]; } return t; }; return __assign.apply(this, arguments); }; var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var __generator = (this && this.__generator) || function (thisArg, body) { var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g = Object.create((typeof Iterator === "function" ? Iterator : Object).prototype); return g.next = verb(0), g["throw"] = verb(1), g["return"] = verb(2), typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; function verb(n) { return function (v) { return step([n, v]); }; } function step(op) { if (f) throw new TypeError("Generator is already executing."); while (g && (g = 0, op[0] && (_ = 0)), _) try { if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t; if (y = 0, t) op = [op[0] & 2, t.value]; switch (op[0]) { case 0: case 1: t = op; break; case 4: _.label++; return { value: op[1], done: false }; case 5: _.label++; y = op[1]; op = [0]; continue; case 7: op = _.ops.pop(); _.trys.pop(); continue; default: if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } if (t[2]) _.ops.pop(); _.trys.pop(); continue; } op = body.call(thisArg, _); } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true }; } }; import { GameFiBase as GameFiBase } from '../common/game-fi'; import { TonConnector } from './TonConnetor'; var GameFi = /** @class */ (function (_super) { __extends(GameFi, _super); function GameFi() { return _super !== null && _super.apply(this, arguments) || this; } GameFi.create = function (scene, config) { return __awaiter(this, void 0, void 0, function () { var connectorParams, gameFiParams, connector, params, gameFi, _a; return __generator(this, function (_b) { switch (_b.label) { case 0: if (!config || !config.NETWORK) { throw new Error('TonConfig is not defined'); } this.config = config; connectorParams = { manifestUrl: config.APP_MANIFEST_URL, actionsConfiguration: { // twaReturnUrl is for Telegram Mini Apps // use returnStrategy: 'https://yourapp.com' otherwise twaReturnUrl: config.APP_URL } }; gameFiParams = { network: config.NETWORK, contentResolver: { // use urlProxy if you you are going to use methods like: // getNftCollection, getNftItem, etc. urlProxy: "".concat(config.ENDPOINT, "/fix-cors?url=%URL%") }, merchant: { // in-game jetton purchases come to this address jettonAddress: config.TOKEN_MASTER, // in-game TON purchases come to this address tonAddress: config.TOKEN_RECIPIENT } }; return [4 /*yield*/, TonConnector.init(connectorParams)]; case 1: connector = _b.sent(); params = __assign(__assign({}, gameFiParams), { connector: connector }); _a = GameFi.bind; return [4 /*yield*/, GameFi.createDependencies(params)]; case 2: gameFi = new (_a.apply(GameFi, [void 0, _b.sent()]))(); if (scene && config.connectWalletButtonConfig) { this._createConnectButton(scene, config.connectWalletButtonConfig); } return [2 /*return*/, gameFi]; } }); }); }; GameFi._createConnectButton = function (scene, config) { config.manifestUrl = this.config.APP_MANIFEST_URL; config.appUrl = this.config.APP_URL; return scene.mai3.add.connectWalletButton(config); }; GameFi.prototype.createConnectButton = function (scene, config) { this.connectWalletButton = GameFi._createConnectButton(scene, config); return this.connectWalletButton; }; GameFi.prototype.getShortAddress = function () { var _a; return (_a = this.connectWalletButton) === null || _a === void 0 ? void 0 : _a.getShortAddress(); }; GameFi.prototype.getFullAddress = function () { var _a; return (_a = this.connectWalletButton) === null || _a === void 0 ? void 0 : _a.getFullAddress(); }; return GameFi; }(GameFiBase)); export { GameFi };