After the slopsmith→feedBack rename (#537) the minigames SDK publishes window.feedBackMinigames and only drains window.__feedBackMinigamesPending. Minigame plugins that still use the pre-rename shim register against window.slopsmithMinigames and queue to window.__slopsmithMinigamesPending when the SDK isn't up yet, so their specs are stranded in the legacy queue and never register. In v3, FeedBarcade renders those games as non-launchable "Loading…" tiles that do nothing on click (the tile itself comes from the server registry, so it appears even though the JS spec never registered). Publish window.slopsmithMinigames as an alias and drain the legacy pending queue too (register() is keyed on spec.id, so double-queued specs register once). Also fire the legacy slopsmith-minigames-ready event. Bump the plugin version so the desktop renderer cache-busts the updated screen.js. This rescues every not-yet-migrated minigame plugin, including community ones we don't control. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .. | ||
| plugin.json | ||
| README.md | ||
| routes.py | ||
| screen.html | ||
| screen.js | ||
| settings.html | ||
feedBack-plugin-minigames
The minigame framework for FeedBack.
This plugin provides:
- A Minigames hub screen that discovers every installed minigame plugin and lists them as tiles with leaderboards.
- A shared profile (XP, level, unlocks, totals) that aggregates runs across every minigame.
- A JS SDK exposed at
window.feedBackMinigamesthat minigame plugins use to access scoring, HUD primitives, run persistence, and a scheduler — so individual minigames do not need their own DSP or backend.
Writing a minigame
A minigame is a standard FeedBack plugin that:
-
Adds a
minigameblock to itsplugin.json:{ "id": "my_game", "name": "My Game", "version": "0.1.0", "script": "game.js", "minigame": { "title": "My Game", "tagline": "Short pitch", "type": "chart-free", "scoring": "pitch-continuous", "thumbnail": "thumb.png" } } -
On script load, registers itself with the SDK using the safe late-binding pattern (minigame plugins may load before the SDK; the pending queue handles both orderings — the SDK drains it on init, and the
feedBack-minigames-readyevent is an alternative for plugins that prefer event-driven registration):Important:
spec.idmust exactly match theidfield inplugin.json. The backend registry usesplugin_id(sourced fromplugin.json) and the hub UI merges manifest metadata (title, tagline, thumbnail, modifiers) by that key. Ifspec.idandplugin.jsoniddiverge, runs and leaderboard data will be attributed to an unrecognised game and display metadata (title, thumbnail) will fall back to JS-spec values rather than the richer manifest values.const spec = { id: 'my_game', start: ({ container, modifiers, sdk }) => { /* mount game into container */ }, stop: () => { /* tear down */ }, }; if (window.feedBackMinigames) { window.feedBackMinigames.register(spec); } else { (window.__feedBackMinigamesPending = window.__feedBackMinigamesPending || []).push(spec); } -
Calls
window.feedBackMinigames.end({ score, durationMs, modifiers, meta })when the run ends.
See feedBack-plugin-flappy-bend for a working example.
SDK reference
window.feedBackMinigames exposes:
register(spec)— declare a minigamestart(gameId, opts)/end(result)— lifecyclescoring.createContinuous(opts)— emits per-frame pitch (YIN, ~60 Hz)scoring.createDiscrete(opts)— wrapscreateNoteDetector, emits hit/missscoring.createChord(opts)— full chord scorer (delegates to note_detect)ui.mountHUD(html)/ui.runSummary(result)/ui.modifierPicker(defs)submitRun(...)/getLeaderboard(...)/getProfile()scheduler.every(ms, cb)/in(ms, cb)/cancel(id)
Dependencies
feedBack-plugin-notedetect>= 1.10.0 — required for discrete/chord scoring modes (continuous mode is self-contained).