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AchievementsAPI

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Defined in: services/achievements.ts:89

new AchievementsAPI(): AchievementsAPI

AchievementsAPI

get available(): boolean

Defined in: services/achievements.ts:96

Whether a STORE is behind this. False still records unlocks — it means the platform will not draw its own notification, so a game that wants one should draw it.

boolean

getStat(name): number

Defined in: services/achievements.ts:134

string

number


reset(): Promise<void>

Defined in: services/achievements.ts:144

Development only: clear everything.

Promise<void>


setKnown(ids): void

Defined in: services/achievements.ts:102

The ids this game declares, from the project’s packaging settings. Absent ⇒ nothing is checked, which is what an older project gets.

readonly string[] | null

void


setProvider(provider): void

Defined in: services/achievements.ts:108

Install (or restore the local default with null) the provider that answers for this platform.

AchievementProvider | null

void


setStat(name, value): void

Defined in: services/achievements.ts:130

Set a stat a store may track (and may unlock an achievement from).

string

number

void


store(): Promise<void>

Defined in: services/achievements.ts:139

Push what has been set. Cheap to call often; stores batch behind it.

Promise<void>


unlock(id): Promise<void>

Defined in: services/achievements.ts:119

Unlock

string

Promise<void>

id. Idempotent: re-unlocking is what a game does every time it re-checks a condition, and no store treats it as an event.

An id outside the declared set is REFUSED, not forwarded — a store would accept it and do nothing.


unlocked(id): boolean

Defined in: services/achievements.ts:125

Whether

string

boolean

id is unlocked, as the platform currently reports it.