phaser - v3.90.0
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    Class FacebookInstantGamesPlugin

    The Facebook Instant Games Plugin for Phaser 3 provides a seamless bridge between Phaser and the Facebook Instant Games API version 6.2.

    You can access this plugin via the facebook property in a Scene, i.e:

    this.facebook.getPlatform();
    

    If this is unavailable please check to make sure you're using a build of Phaser that has this plugin within it. You can quickly check this by looking at the dev tools console header - the Phaser version number will have -FB after it if this plugin is loaded.

    If you are building your own version of Phaser then use this Webpack DefinePlugin flag:

    "typeof PLUGIN_FBINSTANT": JSON.stringify(true)

    You will find that every Instant Games API method has a mapping in this plugin. For a full list please consult either the plugin documentation, or the 6.2 SDK documentation at https://developers.facebook.com/docs/games/instant-games/sdk/fbinstant6.2

    Internally this plugin uses its own Data Manager to handle seamless user data updates and provides handy functions for advertisement displaying, opening share dialogs, logging, leaderboards, purchase API requests, loader integration and more.

    To get started with Facebook Instant Games you will need to register on Facebook and create a new Instant Game app that has its own unique app ID. Facebook have also provided a dashboard interface for setting up various features for your game, including leaderboards, ad requests and the payments API. There are lots of guides on the Facebook Developers portal to assist with setting these various systems up: https://developers.facebook.com/docs/games/instant-games/guides

    For more details follow the Quick Start guide here: https://developers.facebook.com/docs/games/instant-games

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    ads: AdInstance[]

    Contains AdInstance objects, as created by the preloadAds() method.

    catalog: Product[]

    The set of products that are registered to the game.

    contextID: string

    A unique identifier for the current game context. This represents a specific context that the game is being played in (for example, a particular messenger conversation or facebook post). The identifier will be null if game is being played in a solo context. This value is populated automatically during boot.

    contextType: string

    The current context in which your game is running. This can be either null or one of:

    POST - The game is running inside of a Facebook post. THREAD - The game is running inside a Facebook Messenger thread. GROUP - The game is running inside a Facebook Group. SOLO - This is the default context, the player is the only participant.

    This value is populated automatically during boot.

    A Data Manager instance. It allows you to store, query and retrieve any key/value data you may need to store. It's also used internally by the plugin to store FBIG API data.

    dataLocked: boolean

    Is the Data Manager currently locked?

    entryPoint: string

    Holds the entry point that the game was launched from. This value is populated automatically during boot.

    entryPointData: any

    An object that contains any data associated with the entry point that the game was launched from. The contents of the object are developer-defined, and can occur from entry points on different platforms. This will return null for older mobile clients, as well as when there is no data associated with the particular entry point. This value is populated automatically during boot.

    game: Game

    A reference to the Phaser.Game instance.

    hasLoaded: boolean

    Has the Facebook Instant Games API loaded yet? This is set automatically during the boot process.

    Contains all of the leaderboard data, as populated by the getLeaderboard() method.

    locale: string

    The current locale. See https://origincache.facebook.com/developers/resources/?id=FacebookLocales.xml for a complete list of supported locale values. Use this to determine what languages the current game should be localized with. This value is populated automatically during boot.

    paymentsReady: boolean

    Does the current platform and context allow for use of the payments API? Currently this is only available on Facebook.com and Android 6+.

    platform: string

    The platform on which the game is currently running, i.e. IOS. This value is populated automatically during boot.

    playerCanSubscribeBot: boolean

    Whether a player can subscribe to the game bot or not.

    playerID: string

    Holds the id of the player. This is a string based ID, the same as FBInstant.player.getID(). This value is populated automatically during boot if the API is supported.

    playerName: string

    The player's localized display name. This value is populated automatically during boot if the API is supported.

    playerPhotoURL: string

    A url to the player's public profile photo. The photo will always be a square, and with dimensions of at least 200x200. When rendering it in the game, the exact dimensions should never be assumed to be constant. It's recommended to always scale the image to a desired size before rendering. This value is populated automatically during boot if the API is supported.

    purchases: Purchase[]

    Contains all of the player's unconsumed purchases. The game must fetch the current player's purchases as soon as the client indicates that it is ready to perform payments-related operations, i.e. at game start. The game can then process and consume any purchases that are waiting to be consumed.

    supportedAPIs: string[]

    A list of the Facebook Instant Games APIs that are available, based on the given platform, context and user privacy settings. This value is populated automatically during boot.

    version: string

    The string representation of the Facebook Instant Games SDK version being used. This value is populated automatically during boot.

    Methods

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Checks if the current player can subscribe to the game bot.

      It makes an async call to the API, so the result isn't available immediately.

      If they can subscribe, the playerCanSubscribeBot property is set to true and this plugin will emit the cansubscribebot event.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a cansubscribebotfail event instead.

      Returns this

    • Checks to see if a given Facebook Instant Games API is available or not.

      Parameters

      • api: string

        The API to check for, i.e. player.getID.

      Returns boolean

    • Opens a context selection dialog for the player. If the player selects an available context, the client will attempt to switch into that context, and emit the choose event if successful. Otherwise, if the player exits the menu or the client fails to switch into the new context, the choosefail event will be emitted.

      Parameters

      • Optionaloptions: ChooseContextConfig

        An object specifying conditions on the contexts that should be offered.

      Returns this

    • Consumes a specific purchase belonging to the current player. Before provisioning a product's effects to the player, the game should request the consumption of the purchased product. Once the purchase is successfully consumed, the game should immediately provide the player with the effects of their purchase.

      It makes an async call to the API, so the result isn't available immediately.

      If they are successfully subscribed this plugin will emit the consumepurchase event along with the purchase data.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a consumepurchasefail event instead.

      Parameters

      • purchaseToken: string

        The purchase token of the purchase that should be consumed.

      Returns this

    • Attempts to create or switch into a context between a specified player and the current player. This plugin will emit the create event once the context switch is completed. If the API call fails, such as if the player listed is not a Connected Player of the current player or if the player does not provide permission to enter the new context, then the plugin will emit a 'createfail' event.

      Parameters

      • playerID: string

        ID of the player.

      Returns this

    • Prompts the user to create a shortcut to the game if they are eligible to. Can only be called once per session.

      It makes an async call to the API, so the result isn't available immediately.

      If the user choose to create a shortcut this plugin will emit the shortcutcreated event.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a shortcutcreatedfail event instead.

      Returns this

    • Quits the Facebook API and then destroys this plugin.

      Returns void

    • Calls each of the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • ...args: any[]

        Additional arguments that will be passed to the event handler.

      Returns boolean

    • Return an array listing the events for which the emitter has registered listeners.

      Returns (string | symbol)[]

    • Immediately flushes any changes to the player data to the designated cloud storage. This function is expensive, and should primarily be used for critical changes where persistence needs to be immediate and known by the game. Non-critical changes should rely on the platform to persist them in the background. NOTE: Calls to player.setDataAsync will be rejected while this function's result is pending.

      Data managed via this plugins Data Manager instance is automatically synced with Facebook. However, you can call this method directly if you need to flush the data directly.

      When the APIs flushDataAsync call resolves it will emit the flushdata event from this plugin. If the call fails for some reason it will emit flushdatafail instead.

      Returns this

    • This method is called automatically when the game has finished loading, if you used the showLoadProgress method. If your game doesn't need to load any assets, or you're managing the load yourself, then call this method directly to start the API running.

      When the API has finished starting this plugin will emit a startgame event which you should listen for.

      Returns void

    • Fetches the game's product catalog.

      It makes an async call to the API, so the result isn't available immediately.

      If they are successfully subscribed this plugin will emit the getcatalog event along with the catalog data.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a getcatalogfail event instead.

      Returns this

    • Gets the associated data from the player based on the given key, or array of keys.

      The data is requested in an async call, so the result isn't available immediately.

      When the call completes the data is set into this plugins Data Manager and the getdata event will be emitted.

      Parameters

      • keys: string | string[]

        The key/s of the data to retrieve.

      Returns this

    • Returns the unique identifier for the current game context. This represents a specific context that the game is being played in (for example, a particular messenger conversation or facebook post). The identifier will be null if game is being played in a solo context.

      It is only populated if contextGetID is in the list of supported APIs.

      Returns string

    • Fetch a specific leaderboard belonging to this Instant Game.

      The data is requested in an async call, so the result isn't available immediately.

      When the call completes the getleaderboard event will be emitted along with a Leaderboard object instance.

      Parameters

      • name: string

        The name of the leaderboard. Each leaderboard for an Instant Game must have its own distinct name.

      Returns this

    • Returns the platform on which the game is currently running, i.e. IOS. It is only populated if getPlatform is in the list of supported APIs.

      Returns string

    • Returns the id of the player. This is a string based ID, the same as FBInstant.player.getID(). It is only populated if playerGetID is in the list of supported APIs.

      Returns string

    • Returns the player's localized display name. It is only populated if playerGetName is in the list of supported APIs.

      Returns string

    • Returns the url to the player's public profile photo. The photo will always be a square, and with dimensions of at least 200x200. When rendering it in the game, the exact dimensions should never be assumed to be constant. It's recommended to always scale the image to a desired size before rendering. It is only populated if playerGetPhoto is in the list of supported APIs.

      Returns string

    • Fetches an array of ConnectedPlayer objects containing information about active players (people who played the game in the last 90 days) that are connected to the current player.

      It makes an async call to the API, so the result isn't available immediately.

      If they are successfully subscribed this plugin will emit the players event along with the player data.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a playersfail event instead.

      Returns this

    • Fetches a single Product from the game's product catalog.

      The product catalog must have been populated using getCatalog prior to calling this method.

      Use this to look-up product details based on a purchase list.

      Parameters

      • productID: string

        The Product ID of the item to get from the catalog.

      Returns Product

    • Fetches all of the player's unconsumed purchases. The game must fetch the current player's purchases as soon as the client indicates that it is ready to perform payments-related operations, i.e. at game start. The game can then process and consume any purchases that are waiting to be consumed.

      It makes an async call to the API, so the result isn't available immediately.

      If they are successfully subscribed this plugin will emit the getpurchases event along with the purchase data.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a getpurchasesfail event instead.

      Returns this

    • Returns the string representation of the Facebook Instant Games SDK version being used. It is only populated if getSDKVersion is in the list of supported APIs.

      Returns string

    • Retrieve stats from the designated cloud storage of the current player.

      The data is requested in an async call, so the result isn't available immediately.

      When the call completes the getstats event will be emitted along with the data object returned.

      If the call fails, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a getstatsfail event instead.

      Parameters

      • Optionalkeys: string[]

        An optional array of unique keys to retrieve stats for. If the function is called without it, it will fetch all stats.

      Returns this

    • Returns the current context in which your game is running. This can be either null or one of:

      POST - The game is running inside of a Facebook post. THREAD - The game is running inside a Facebook Messenger thread. GROUP - The game is running inside a Facebook Group. SOLO - This is the default context, the player is the only participant.

      It is only populated if contextGetType is in the list of supported APIs.

      Returns string

    • Increment the stats of the current player and save them to the designated cloud storage.

      Stats in the Facebook Instant Games API are purely numerical values paired with a string-based key. Only numbers can be saved as stats, all other data types will be ignored.

      The data object provided for this call should contain offsets for how much to modify the stats by:

      this.facebook.incStats({
      level: 1,
      zombiesSlain: 17,
      rank: -1
      });

      The data is requested in an async call, so the result isn't available immediately.

      When the call completes the incstats event will be emitted along with the data object returned.

      If the call fails, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a incstatsfail event instead.

      Parameters

      • data: object

        An object containing a set of key-value pairs indicating how much to increment each stat in cloud storage. Note that only numerical values are processed.

      Returns this

    • This function determines whether the number of participants in the current game context is between a given minimum and maximum, inclusive. If one of the bounds is null only the other bound will be checked against. It will always return the original result for the first call made in a context in a given game play session. Subsequent calls, regardless of arguments, will return the answer to the original query until a context change occurs and the query result is reset.

      Parameters

      • Optionalmin: number

        The minimum bound of the context size query.

      • Optionalmax: number

        The maximum bound of the context size query.

      Returns object

    • Return the number of listeners listening to a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns number

    • Return the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns Function[]

    • Load the player's photo and store it in the Texture Manager, ready for use in-game.

      This method works by using a Scene Loader instance and then asking the Loader to retrieve the image.

      When complete the plugin will emit a photocomplete event, along with the key of the photo.

      this.facebook.loadPlayerPhoto(this, 'player').once('photocomplete', function (key) {
      this.add.image(x, y, 'player');
      }, this);

      Parameters

      • scene: Scene

        The Scene that will be responsible for loading this photo.

      • key: string

        The key to use when storing the photo in the Texture Manager.

      Returns this

    • Log an app event with FB Analytics.

      See https://developers.facebook.com/docs/javascript/reference/v2.8#app_events for more details about FB Analytics.

      Parameters

      • name: string

        Name of the event. Must be 2 to 40 characters, and can only contain '_', '-', ' ', and alphanumeric characters.

      • Optionalvalue: number

        An optional numeric value that FB Analytics can calculate a sum with.

      • Optionalparams: object

        An optional object that can contain up to 25 key-value pairs to be logged with the event. Keys must be 2 to 40 characters, and can only contain '_', '-', ' ', and alphanumeric characters. Values must be less than 100 characters in length.

      Returns this

    • Attempts to match the current player with other users looking for people to play with. If successful, a new Messenger group thread will be created containing the matched players and the player will be context switched to that thread. This plugin will also dispatch the matchplayer event, containing the new context ID and Type.

      The default minimum and maximum number of players in one matched thread are 2 and 20 respectively, depending on how many players are trying to get matched around the same time.

      The values can be changed in fbapp-config.json. See the Bundle Config documentation for documentation about fbapp-config.json.

      Parameters

      • OptionalmatchTag: string

        Optional extra information about the player used to group them with similar players. Players will only be grouped with other players with exactly the same tag. The tag must only include letters, numbers, and underscores and be 100 characters or less in length.

      • OptionalswitchImmediately: boolean

        Optional extra parameter that specifies whether the player should be immediately switched to the new context when a match is found. By default this will be false which will mean the player needs explicitly press play after being matched to switch to the new context. Default false.

      Returns this

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Add a one-time listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • This invokes a dialog to let the user share specified content, either as a message in Messenger or as a post on the user's timeline.

      A blob of data can be attached to the share which every game session launched from the share will be able to access via the this.entryPointData property.

      This data must be less than or equal to 1000 characters when stringified.

      When this method is called you should consider your game paused. Listen out for the resume event from this plugin to know when the dialog has been closed.

      The user may choose to cancel the share action and close the dialog. The resulting resume event will be dispatched regardless if the user actually shared the content or not.

      Parameters

      • text: string

        A text message to be shared.

      • key: string

        The key of the texture to use as the share image.

      • Optionalframe: string

        The frame of the texture to use as the share image. Set to null if you don't require a frame, but do need to set session data.

      • OptionalsessionData: object

        A blob of data to attach to the share.

      Returns this

    • This invokes a dialog to let the user invite a friend to play this game, either as a message in Messenger or as a post on the user's timeline.

      A blob of data can be attached to the share which every game session launched from the share will be able to access via the this.entryPointData property.

      This data must be less than or equal to 1000 characters when stringified.

      When this method is called you should consider your game paused. Listen out for the resume event from this plugin to know when the dialog has been closed.

      The user may choose to cancel the share action and close the dialog. The resulting resume event will be dispatched regardless if the user actually shared the content or not.

      Parameters

      • text: string

        A text message to be shared.

      • key: string

        The key of the texture to use as the share image.

      • Optionalframe: string

        The frame of the texture to use as the share image. Set to null if you don't require a frame, but do need to set session data.

      • OptionalsessionData: object

        A blob of data to attach to the share.

      Returns this

    • This invokes a dialog to let the user share specified content, either as a message in Messenger or as a post on the user's timeline.

      A blob of data can be attached to the share which every game session launched from the share will be able to access via the this.entryPointData property.

      This data must be less than or equal to 1000 characters when stringified.

      When this method is called you should consider your game paused. Listen out for the resume event from this plugin to know when the dialog has been closed.

      The user may choose to cancel the share action and close the dialog. The resulting resume event will be dispatched regardless if the user actually shared the content or not.

      Parameters

      • text: string

        A text message to be shared.

      • key: string

        The key of the texture to use as the share image.

      • Optionalframe: string

        The frame of the texture to use as the share image. Set to null if you don't require a frame, but do need to set session data.

      • OptionalsessionData: object

        A blob of data to attach to the share.

      Returns this

    • This invokes a dialog to let the user share specified content, either as a message in Messenger or as a post on the user's timeline.

      A blob of data can be attached to the share which every game session launched from the share will be able to access via the this.entryPointData property.

      This data must be less than or equal to 1000 characters when stringified.

      When this method is called you should consider your game paused. Listen out for the resume event from this plugin to know when the dialog has been closed.

      The user may choose to cancel the share action and close the dialog. The resulting resume event will be dispatched regardless if the user actually shared the content or not.

      Parameters

      • text: string

        A text message to be shared.

      • key: string

        The key of the texture to use as the share image.

      • Optionalframe: string

        The frame of the texture to use as the share image. Set to null if you don't require a frame, but do need to set session data.

      • OptionalsessionData: object

        A blob of data to attach to the share.

      Returns this

    • Attempt to create an instance of an interstitial ad.

      If the instance is created successfully then the ad is preloaded ready for display in-game via the method showAd().

      If the ad loads it will emit the adloaded event, passing the AdInstance as the only parameter.

      If the ad cannot be displayed because there was no inventory to fill it, it will emit the adsnofill event.

      Parameters

      • placementID: string | string[]

        The ad placement ID, or an array of IDs, as created in your Audience Network settings within Facebook.

      Returns this

    • Attempt to create an instance of an rewarded video ad.

      If the instance is created successfully then the ad is preloaded ready for display in-game via the method showVideo().

      If the ad loads it will emit the adloaded event, passing the AdInstance as the only parameter.

      If the ad cannot be displayed because there was no inventory to fill it, it will emit the adsnofill event.

      Parameters

      • placementID: string | string[]

        The ad placement ID, or an array of IDs, as created in your Audience Network settings within Facebook.

      Returns this

    • Begins the purchase flow for a specific product.

      It makes an async call to the API, so the result isn't available immediately.

      If they are successfully subscribed this plugin will emit the purchase event along with the purchase data.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a purchasefail event instead.

      Parameters

      • productID: string

        The identifier of the product to purchase.

      • OptionaldeveloperPayload: string

        An optional developer-specified payload, to be included in the returned purchase's signed request.

      Returns this

    • Quits the game.

      Returns void

    • Remove all listeners, or those of the specified event.

      Parameters

      • Optionalevent: string | symbol

        The event name.

      Returns this

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Set data to be saved to the designated cloud storage of the current player. The game can store up to 1MB of data for each unique player.

      The data save is requested in an async call, so the result isn't available immediately.

      Data managed via this plugins Data Manager instance is automatically synced with Facebook. However, you can call this method directly if you need to replace the data object directly.

      When the APIs setDataAsync call resolves it will emit the savedata event from this plugin. If the call fails for some reason it will emit savedatafail instead.

      The call resolving does not necessarily mean that the input has already been persisted. Rather, it means that the data was valid and has been scheduled to be saved. It also guarantees that all values that were set are now available in getData.

      Parameters

      • data: object

        An object containing a set of key-value pairs that should be persisted to cloud storage. The object must contain only serializable values - any non-serializable values will cause the entire modification to be rejected.

      Returns this

    • Sets the data associated with the individual gameplay session for the current context.

      This function should be called whenever the game would like to update the current session data.

      This session data may be used to populate a variety of payloads, such as game play webhooks.

      Parameters

      • data: object

        An arbitrary data object, which must be less than or equal to 1000 characters when stringified.

      Returns this

    • Save the stats of the current player to the designated cloud storage.

      Stats in the Facebook Instant Games API are purely numerical values paired with a string-based key. Only numbers can be saved as stats, all other data types will be ignored.

      The data is requested in an async call, so the result isn't available immediately.

      When the call completes the savestats event will be emitted along with the data object returned.

      If the call fails, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a savestatsfail event instead.

      Parameters

      • data: object

        An object containing a set of key-value pairs that should be persisted to cloud storage as stats. Note that only numerical values are stored.

      Returns this

    • Displays a previously loaded interstitial ad.

      If the ad is successfully displayed this plugin will emit the adfinished event, with the AdInstance object as its parameter.

      If the ad cannot be displayed, it will emit the adsnotloaded event.

      Parameters

      • placementID: string

        The ad placement ID to display.

      Returns this

    • Call this method from your Scene.preload in order to sync the load progress of the Phaser Loader with the Facebook Instant Games loader display, i.e.:

      this.facebook.showLoadProgress(this);
      this.facebook.once('startgame', this.startGame, this);

      Parameters

      • scene: Scene

        The Scene for which you want to show loader progress for.

      Returns this

    • Displays a previously loaded interstitial video ad.

      If the ad is successfully displayed this plugin will emit the adfinished event, with the AdInstance object as its parameter.

      If the ad cannot be displayed, it will emit the adsnotloaded event.

      Parameters

      • placementID: string

        The ad placement ID to display.

      Returns this

    • Removes all listeners.

      Returns void

    • Subscribes the current player to the game bot.

      It makes an async call to the API, so the result isn't available immediately.

      If they are successfully subscribed this plugin will emit the subscribebot event.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a subscribebotfail event instead.

      Returns this

    • Request a switch into a specific context. If the player does not have permission to enter that context, or if the player does not provide permission for the game to enter that context, this will emit a switchfail event.

      Otherwise, the plugin will emit the switch event when the game has switched into the specified context.

      Parameters

      • contextID: string

        The ID of the desired context.

      Returns this

    • Request that the client switch to a different Instant Game.

      It makes an async call to the API, so the result isn't available immediately.

      If the game switches successfully this plugin will emit the switchgame event and the client will load the new game.

      If they cannot, i.e. it's not in the list of supported APIs, or the request was rejected, it will emit a switchgamefail event instead.

      Parameters

      • appID: string

        The Application ID of the Instant Game to switch to. The application must be an Instant Game, and must belong to the same business as the current game.

      • Optionaldata: object

        An optional data payload. This will be set as the entrypoint data for the game being switched to. Must be less than or equal to 1000 characters when stringified.

      Returns this

    • Informs Facebook of a custom update that occurred in the game. This will temporarily yield control to Facebook and Facebook will decide what to do based on what the update is. Once Facebook returns control to the game the plugin will emit an update or updatefail event.

      It makes an async call to the API, so the result isn't available immediately.

      The text parameter is an update payload with the following structure:

      text: {
      default: 'X just invaded Y\'s village!',
      localizations: {
      ar_AR: 'X \u0641\u0642\u0637 \u063A\u0632\u062A ' +
      '\u0642\u0631\u064A\u0629 Y!',
      en_US: 'X just invaded Y\'s village!',
      es_LA: '\u00A1X acaba de invadir el pueblo de Y!',
      }
      }

      Parameters

      • cta: string

        The call to action text.

      • text: object

        The text object.

      • key: string

        The key of the texture to use as the share image.

      • frame: string | number

        The frame of the texture to use as the share image. Set to null if you don't require a frame, but do need to set session data.

      • template: string

        The update template key.

      • updateData: object

        The update data object payload.

      Returns this

    • Informs Facebook of a leaderboard update that occurred in the game. This will temporarily yield control to Facebook and Facebook will decide what to do based on what the update is. Once Facebook returns control to the game the plugin will emit an update or updatefail event.

      It makes an async call to the API, so the result isn't available immediately.

      The text parameter is an update payload with the following structure:

      text: {
      default: 'X just invaded Y\'s village!',
      localizations: {
      ar_AR: 'X \u0641\u0642\u0637 \u063A\u0632\u062A ' +
      '\u0642\u0631\u064A\u0629 Y!',
      en_US: 'X just invaded Y\'s village!',
      es_LA: '\u00A1X acaba de invadir el pueblo de Y!',
      }
      }

      Parameters

      • cta: string

        The call to action text.

      • text: object

        The text object.

      • key: string

        The key of the texture to use as the share image.

      • frame: string | number

        The frame of the texture to use as the share image. Set to null if you don't require a frame, but do need to set session data.

      • template: string

        The update template key.

      • updateData: object

        The update data object payload.

      Returns this