Glossary

Canonical terms used across the SDK and these docs.

The docs and the SDK use a small, consistent vocabulary. If you hit an unfamiliar word in a later page, it is almost certainly defined here.

SDK#

@gamee/sdk — the typed, Promise-based JavaScript/TypeScript library you import into your game. Provides the public API (gamee.init, gamee.updateScore, gamee.on(...), …) and picks the right bridge at boot.

Platform#

The GAMEE app or website that loads your game and routes traffic to it. There are three platforms today: iOS (the GAMEE app, WKWebView), Android (the GAMEE app, WebView), and web (gamee.com, <iframe>).

The platform owns the user, the score board, the wallet, the lifecycle, and the wire on the other side of the bridge. Every init, updateScore, gameOver, pause, resume flows between your game and the platform.

Older docs and chat may use host or client for the same thing — they all mean platform. We standardized on platform so the docs match the Platform TypeScript type and the value the SDK hands you in init() (ctx.platform).

Bridge#

The transport layer underneath the SDK. Translates SDK calls into the wire format the platform speaks: postMessage on web, a native bridge on iOS and Android. You almost never touch a bridge directly — exceptions are MockBridge for tests and the emulator for local development.

Game#

Your HTML5 application. The thing that imports the SDK and runs inside the platform’s iframe / WebView.

Capability#

A feature your game declares it supports — saveState, gems, rewardedAds, logEvents, missions. Pass them to init({ capabilities: [...] }). The SDK gates every capability-bound method until you declare the matching capability. See capabilities for the full list.

Request#

A message the game sends to the platform asking it to do something (updateScore, showRewardedVideo, gameOver). Some requests resolve with a value; others are fire-and-forget signals. The SDK wraps both as Promises.

Response#

The platform’s reply to a specific request. Travels platform → game and is matched to the original request by messageId.

Event#

A message the platform pushes to the game without the game asking (pause, resume, mute, unmute, start, useExtraLife, submit). You subscribe with gamee.on('pause', …). No reply expected — the SDK auto-acks.

Handshake#

The first three messages of every session: game calls init(), platform returns the init data (locale, country, save state, …), game calls gameReady(). Nothing else fires until the handshake completes.

Init data#

The object the platform returns from init()platform, locale, country, sound, saveState, missionData, etc. Treat the platform as authoritative and read these every session instead of caching them.

Save state#

A serialized blob your game asks the platform to persist between sessions. Capability-gated (saveState). Round-trips as a string — you stringify on write, parse on read.

Mission#

A platform-driven challenge (e.g. “score 1000 in this game”). When the user launches your game from a mission card, init() returns missionData and you can call updateMissionProgress(0–100). Capability-gated (missions).

Emulator#

A small web app bundled with the SDK that pretends to be a platform. Point it at any game URL, click start, and the Bridge traffic panel logs every byte on the wire. The fastest way to debug an integration without shipping to a real device.

MockBridge#

The test double from @gamee/sdk-test-utils. Lets unit tests assert which requests the SDK sent, stub responses, and emit platform → game events on demand. See testing.

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