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Android version and API level Godot version Google Play Game Services version

⚠️ A Godot 4.2+ version of this plugin can be found here!

⚠️ This plugin requires Google Play Games Services for Godot, which is a native plugin for Android. The addon on the current repository only provide a global singleton with code completion out-of-the-box, but it's not a requirement.

⚠️ In order to use the Google Play Game Services, you will need a Google Play Console developer account, which involves a once in a lifetime payment of $25 at the time of writing (January 2024).

Table of contents

Purpose

This is a godot 3.5+ plugin for easier integration with the Godot Google Play Game Services Android Plugin. While this plugin is by no means necessary to integrate Google Play Games Services to your godot project, it provides a layer of abstraction on top of the Android plugin, giving you some interesting aids like code completion or mapping to typed objects.

How to use this plugin

This is a normal godot plugin. Just add the plugin folder called google_play_game_services_manager to your addons folder, and you should be good to go.

For further information on how to get your Google credentials for the integration, achievements, leaderboards, etc. please read the docs in the Android plugin.

Autoload

The plugin provides an autoload that connect with the Android native plugin, organised in a fashion that follows the Google Play Games Services main features, like Sign In, Achievements, Leaderboards, etc.

Communication with Google Play Game Services is asynchronous, this means that you have to heavily rely on signals. The autoload methods call the Game Services and provides the subsequent signals for results.

These are the autoloads that the plugin provides so far, with their corresponding methods:

Example project

Included with this plugin, there is a demo project that you can run to see the features of the integration with Google Play Game Services. There are some steps that you have to do first, though, which are described in the Android native plugin docs.

⚠️ There are some ids from your game leaderboards, achievements, etc. that you need to change in the demo project interface.

Reference

In this document is listed the autoload signals and methods available for use inside Godot with GDScript.

After you install the addon and enable it in Project Settings... > Plugins, you should be able to access its functionalities through the singleton:

GooglePlayGamesServices.snapshots_load_game("mysavegame")

Signals

These signals belong to the singleton and can be used by connecting them to a method.

func _ready() -> void:
    GooglePlayGamesServices.connect("leaderboards_all_loaded", self, "_on_leaderboards_all_loaded")
    GooglePlayGamesServices.leaderboards_load_all(true)


func _on_leaderboards_all_loaded(leaderboards: Array) -> void:
    prints(leaderboards)

Achievements

achievements_loaded(achievements: Array[Dictionary])

This signal is emitted when calling the achievements_load method. Returns an array of dictionaries representing the Achievement object.

achievements_revealed(revealed: bool, achievement_id: String)

This signal is emitted when calling the achievements_reveal method. Returns true if the achievement is revealed and false otherwise. Also returns the id of the achievement.

achievements_unlocked(is_unlocked: bool, achievement_id: String)

This signal is emitted when calling the achievements_increment or achievements_unlock methods. Returns true if the achievement is unlocked or false otherwise. Also returns the id of the achievement.

Events

events_loaded(events: Array[Dictionary])

This signal is emitted when calling the events_load method. Returns an array of dictionaries representing the Event object.

events_loaded_by_ids(events: Array[Dictionary])

This signal is emitted when calling the events_load_by_ids method. Returns an array of dictionaries representing the Event object.

Leaderboards

leaderboards_score_submitted(submitted: bool, leaderboard_id: String)

This signal is emitted when calling the leaderboards_submit_score method. Returns true if the score is submitted. false otherwise. Also returns the id of the leaderboard.

leaderboards_score_loaded(leaderboard_id: String, score: Dictionary)

This signal is emitted when calling the leaderboards_load_player_score method. Return the leaderboard id and a dictionary representing the LeaderboardScore.

leaderboards_all_loaded(leaderboards: Array[Dictionary])

This signal is emitted when calling the leaderboards_load_all method. Returns an array of dictionaries representing the Leaderboard object.

leaderboards_loaded(leaderboard: Dictionary)

This signal is emitted when calling the leaderboards_load method. Returns a dictionary representing the Leaderboard object.

leaderboards_player_centered_scores_loaded(leaderboard_id: String, leaderboard_scores: Dictionary)

This signal is emitted when calling the leaderboards_load_player_centered_scores method. Returns the leaderboard id and a dictionary representing the LeaderboardScores object.

leaderboards_top_scores_loaded(leaderboard_id: String, leaderboard_scores: Dictionary)

This signal is emitted when calling the leaderboards_load_top_scores method. Returns the leaderboard id and a dictionary representing the LeaderboardScores object.

Players

players_current_loaded(player: Dictionary)

This signal is emitted when calling the players_load_current_player method. Returns an dictionary representing the Player object.

players_friends_loaded(friends: Array[Dictionary])

This signal is emitted when calling the players_load_friends method. Returns an array of dictionaries representing the Player object.

players_searched(player: Dictionary)

This signal is emitted when selecting a player in the search window that is being displayed after calling the [players_search] method. Returns an dictionary representing the Player object.

Sign In

sign_in_user_authenticated(is_authenticated: bool)

This signal is emitted when calling the sign_in_is_authenticated and sign_in_show_popup methods. Returns true if the user is authenticated or false otherwise.

sign_in_requested_server_side_access(token: String)

This signal is emitted when calling the sign_in_request_server_side_access method. Returns an OAuth 2.0 authorization token as a string.

Snapshots

snapshots_game_saved(saved: bool, file_name: String, description: String)

This signal is emitted when calling the snapshots_save_game method. Returns a boolean indicating if the game was saved or not, and the name and description of the save file.

snapshots_game_loaded(snapshot: Dictionary)

This signal is emitted when calling the snapshots_load_game method or after selecting a saved game in the window opened by the snapshots_show_saved_games method. Returns an dictionary representing the Snapshot object.

As the loaded content is a byte array, convert it to a string first using snapshot["content].get_string_from_utf8().

snapshots_conflict_emitted(conflict: Dictionary)

This signal is emitted when saving or loading a game, whenever a conflict occurs. Returns an dictionary representing SnapshotConflict object.

Methods

Achievements

achievements_increment(achievement_id: String, amount: int)

Increments an achievement by the given number of steps. The achievement must be an incremental achievement. Once an achievement reaches at least the maximum number of steps, it will be unlocked automatically. Any further increments will be ignored. This is the fire-and-forget form of the API (no signals are emitted).

achievements_load(force_reload: bool)

Loads the achievement data for the currently signed-in player. Emits achievements_loaded.

achievements_reveal(achievement_id: String)

Reveals a hidden achievement to the currently signed-in player. If the achievement has already been unlocked, this will have no effect. Emits achievements_revealed.

achievements_show()

Shows a native popup to browse game achievements of the currently signed-in player.

achievements_unlock(achievement_id: String)

Unlocks an achievement for the currently signed in player. If the achievement is hidden this will reveal it to the player. Emits achievements_unlocked.

Events

events_increment(event_id: String, amount: int)

Increments an event specified by eventId by the given number of steps. This is the fire-and-forget form of the API (no signals are emitted).

events_load(force_reload: bool)

Loads the event data for the currently signed-in player. Emits events_loaded.

events_load_by_ids(force_reload: bool, event_ids: Array[String])

Loads the event data for the currently signed-in player for the specified ids. Emits events_loaded_by_ids.

Leaderboards

leaderboards_show_all()

Shows a native popup to browse all leaderboards.

leaderboards_show(leaderboard_id: String)

Shows a native popup to browse the specified leaderboard.

leaderboards_show_for_time_span(leaderboard_id: String, time_span: Int)

Shows a native popup to browse the specified leaderboard for the specified time span.

leaderboards_show_for_time_span_and_collection(leaderboard_id: String, time_span: int, collection: int)

Shows a native popup to browse the specified leaderboard for the specified time span and collection.

leaderboards_submit_score(leaderboard_id: String, score: float)

Submits a score to the specified leaderboard. Emits leaderboards_score_submitted.

leaderboards_load_player_score(leaderboard_id: String, time_span: int, collection: int)

Loads the player's score for the specified leaderboard. Emits leaderboards_score_loaded.

leaderboards_load_all(force_reload: bool)

Loads the leaderboard data for the currently signed-in player. Emits leaderboards_all_loaded.

leaderboards_load(leaderboard_id: String, force_reload: bool)

Loads the leaderboard data for the currently signed-in player. Emits leaderboards_loaded

leaderboards_load_player_centered_scores(leaderboard_id: String, time_span: int, collection: int, max_results: int, force_reload: bool)

Loads the selected leaderboard and an array of scores for that leaderboard, centered in the currently signed in player. Emits the leaderboards_player_centered_scores_loaded signal.

leaderboards_load_top_scores(leaderboard_id: String, time_span: int, collection: int, max_results: int, force_reload: bool)

Loads the selected leaderboard and an array of scores for that leaderboard. Emits the leaderboards_top_scores_loaded signal.

Players

players_compare_profile(other_player_id: String)

Shows a native popup to compare two players.

players_compare_profile_with_alternative_name_hints(other_player_id: String, other_player_in_game_name: String, current_player_in_game_name: String)

Shows a native popup to compare two players with alternative name hints.

players_load_current_player(force_reload: bool)

Loads the player data for the currently signed-in player. Emits players_current_loaded.

players_load_friends(page_size: int, force_reload: bool, ask_for_permission: bool)

Loads the friends data for the currently signed-in player. Emits players_friends_loaded.

players_search()

Shows a native popup to search for players. Emits players_searched.

Sign in

sign_in_is_authenticated()

Checks if the user is signed in. Emits sign_in_user_authenticated.

sign_in_show_popup()

Signs in the user. Emits sign_in_user_authenticated.

sign_in_request_server_side_access(server_client_id: String, force_refresh_token: bool)

Requests server-side access for the specified server client ID. Emits sign_in_requested_server_side_access.

Snapshots

snapshots_load_game(file_name: String)

Loads a game from the specified file. Emits snapshots_game_loaded or snapshots_conflict_emitted.

snapshots_save_game(file_name: String, description: String, save_data: PoolByteArray, played_time_millis: int, progress_value: int)

Saves a game to the specified file. If saving a string, convert it to a byte array first using "value".to_utf8() before passing it as save_data. Emits snapshots_game_saved or snapshots_conflict_emitted.

snapshots_show_saved_games(title: String, allow_add_button: bool, allow_delete: bool, max_snapshots: int)

Shows a native popup to browse saved games. Emits snapshots_game_loaded.