add steam module

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2025-05-24 21:29:58 -05:00
parent 01eff40690
commit e929f43a96
6 changed files with 793 additions and 0 deletions

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examples/steam_example.js Normal file
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// Steam Integration Example
// This example shows how to use Steam achievements and stats
var steam = use("steam");
// Achievement names (these should match your Steam app configuration)
var ACHIEVEMENTS = {
FIRST_WIN: "ACH_FIRST_WIN",
PLAY_10_GAMES: "ACH_PLAY_10_GAMES",
HIGH_SCORE: "ACH_HIGH_SCORE_1000"
};
// Stat names
var STATS = {
GAMES_PLAYED: "stat_games_played",
TOTAL_SCORE: "stat_total_score",
PLAY_TIME: "stat_play_time"
};
var steam_available = false;
var stats_loaded = false;
// Initialize Steam
function init_steam() {
if (!steam) {
console.log("Steam module not available");
return false;
}
console.log("Initializing Steam...");
steam_available = steam.steam_init();
if (steam_available) {
console.log("Steam initialized successfully");
// Request current stats/achievements
if (steam.stats.stats_request()) {
console.log("Stats requested");
stats_loaded = true;
}
} else {
console.log("Failed to initialize Steam");
}
return steam_available;
}
// Update Steam (call this regularly, e.g., once per frame)
function update_steam() {
if (steam_available) {
steam.steam_run_callbacks();
}
}
// Unlock an achievement
function unlock_achievement(achievement_name) {
if (!steam_available || !stats_loaded) return false;
// Check if already unlocked
var unlocked = steam.achievement.achievement_get(achievement_name);
if (unlocked) {
console.log("Achievement already unlocked:", achievement_name);
return true;
}
// Unlock it
if (steam.achievement.achievement_set(achievement_name)) {
console.log("Achievement unlocked:", achievement_name);
// Store stats to make it permanent
steam.stats.stats_store();
return true;
}
return false;
}
// Update a stat
function update_stat(stat_name, value, is_float) {
if (!steam_available || !stats_loaded) return false;
var success;
if (is_float) {
success = steam.stats.stats_set_float(stat_name, value);
} else {
success = steam.stats.stats_set_int(stat_name, value);
}
if (success) {
console.log("Stat updated:", stat_name, "=", value);
steam.stats.stats_store();
}
return success;
}
// Get a stat value
function get_stat(stat_name, is_float) {
if (!steam_available || !stats_loaded) return 0;
if (is_float) {
return steam.stats.stats_get_float(stat_name) || 0;
} else {
return steam.stats.stats_get_int(stat_name) || 0;
}
}
// Example game logic
var games_played = 0;
var total_score = 0;
var current_score = 0;
function start_game() {
games_played = get_stat(STATS.GAMES_PLAYED, false);
total_score = get_stat(STATS.TOTAL_SCORE, false);
current_score = 0;
console.log("Starting game #" + (games_played + 1));
}
function end_game(score) {
current_score = score;
games_played++;
total_score += score;
// Update stats
update_stat(STATS.GAMES_PLAYED, games_played, false);
update_stat(STATS.TOTAL_SCORE, total_score, false);
// Check for achievements
if (games_played === 1) {
unlock_achievement(ACHIEVEMENTS.FIRST_WIN);
}
if (games_played >= 10) {
unlock_achievement(ACHIEVEMENTS.PLAY_10_GAMES);
}
if (score >= 1000) {
unlock_achievement(ACHIEVEMENTS.HIGH_SCORE);
}
}
// Cloud save example
function save_to_cloud(save_data) {
if (!steam_available) return false;
var json_data = JSON.stringify(save_data);
return steam.cloud.cloud_write("savegame.json", json_data);
}
function load_from_cloud() {
if (!steam_available) return null;
var data = steam.cloud.cloud_read("savegame.json");
if (data) {
// Convert ArrayBuffer to string
var decoder = new TextDecoder();
var json_str = decoder.decode(data);
return JSON.parse(json_str);
}
return null;
}
// Cleanup
function cleanup_steam() {
if (steam_available) {
steam.steam_shutdown();
console.log("Steam shut down");
}
}
// Export the API
module.exports = {
init: init_steam,
update: update_steam,
cleanup: cleanup_steam,
unlock_achievement: unlock_achievement,
update_stat: update_stat,
get_stat: get_stat,
start_game: start_game,
end_game: end_game,
save_to_cloud: save_to_cloud,
load_from_cloud: load_from_cloud,
is_available: function() { return steam_available; }
};