Complete reference for integrating the Playgama Bridge JS SDK into HTML5 games. Use when working with cross-platform publishing, ads, IAP, leaderboards, achievements, storage, social features, or remote config via the JS SDK.
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Playgama Bridge is a unified JS SDK that lets a single HTML5 build run on 20+ platforms (Playgama, Yandex Games, Crazy Games, Facebook Gaming, YouTube Playables, Telegram, Poki, Y8, Lagged, MSN, Microsoft Store, Discord, GameSnacks, Xiaomi, Huawei, JioGames, BitQuest, Reddit, Game Distribution, Playhop, Aha Games, etc.).
When the game runs on a supported platform, Bridge auto-loads that platform's native scripts and routes API calls to it. In unsupported environments (local dev, unknown hosts) Bridge uses a mock platform that returns safe defaults (false, reject, etc.) instead of throwing — the same code works everywhere.
The JS SDK (JS Core) is the foundation; engine packages (Unity, Godot, Construct, GDevelop, GameMaker, Defold, Cocos Creator, Scratch) are thin wrappers. Use JS Core directly for web engines such as PlayCanvas, Phaser, LayaAir, Three.js, Babylon.js.
Add the script tag to the <head> of your index.html before any game code:
<html>
<head>
<script src='https://bridge.playgama.com/v1/stable/playgama-bridge.js'></script>
</head>
<body>...</body>
</html>CDN options:
| URL | When to use |
|---|---|
https://bridge.playgama.com/v1/stable/playgama-bridge.js | Recommended. Latest stable v1.x.x |
https://bridge.playgama.com/latest/playgama-bridge.js | Bleeding edge — for testing only |
https://bridge.playgama.com/v1.27.0/playgama-bridge.js | Pin a specific version |
The SDK exposes a global bridge object after the script loads.
Bridge reads playgama-bridge-config.json from the build root. It declares platform IDs, IAP catalog, ad placements, leaderboards and other settings. Generate or edit it with the config editor.
Skeleton:
{
"platforms": {
"playgama": { "options": {} },
"yandex": { "options": {} }
},
"advertisement": {
"interstitial": { "minimumDelay": 60 },
"advancedBanners": { /* see Advanced Banners */ }
},
"payments": [
{
"id": "coins_100",
"playgama": { "amount": 1 },
"playdeck": { "amount": 1, "description": "100 Coins" }
}
],
"leaderboards": [
{ "id": "high_score" }
]
}Call bridge.initialize() and wait for the promise before touching any other API.
bridge.initialize()
.then(() => {
// SDK is ready, all bridge.* APIs are usable now
})
.catch(error => {
// Initialization failed — handle gracefully (the SDK still falls back to mock)
})After init, send game_ready once the game is fully loaded and the player can interact:
bridge.platform.sendMessage('game_ready')This dismisses the platform loader. It is required — without it most platforms keep showing their splash on top of the game.
For every game:
playgama-bridge-config.json.bridge.initialize().bridge.platform.language and apply localization.bridge.storage.get(...).bridge.platform.sendMessage('game_ready') once the first playable frame is rendered.AUDIO_STATE_CHANGED and PAUSE_STATE_CHANGED events.Interstitials are mandatory for revenue share. Without them games can be rejected during moderation.
bridge.platform| Property | Type | Description |
|---|---|---|
bridge.platform.id | string | Current platform ID. One of: playgama, vk, ok, yandex, facebook, crazy_games, game_distribution, playdeck, telegram, y8, lagged, msn, microsoft_store, poki, qa_tool, discord, gamepush, bitquest, huawei, jio_games, reddit, youtube, mock, xiaomi |
bridge.platform.sdk | object | null | Native platform SDK (when Bridge exposes it). Use only for things Bridge doesn't wrap |
bridge.platform.language | string | ISO 639-1 user language (en, ru, ...). Falls back to browser language |
bridge.platform.payload | string | null | URL launch payload (referral code, deep link). Format is platform-specific |
bridge.platform.tld | string | null | Top-level domain (com, ru, ...) when host provides it |
bridge.platform.isAudioEnabled | boolean | Whether the host platform currently allows game audio |
bridge.platform.isGetAllGamesSupported | boolean | Capability flag for getAllGames() |
bridge.platform.isGetGameByIdSupported | boolean | Capability flag for getGameById() |
// Server time — UTC ms — use for daily rewards / cooldowns instead of local clock
bridge.platform.getServerTime()
.then(utcMs => console.log(utcMs))
.catch(error => {})
// All games by the same developer (for "More games" screens)
bridge.platform.getAllGames()
.then(games => {
// platform-specific shape, on yandex: { appID, title, url, coverURL, iconURL }
})
// One game by ID (cross-promotion)
bridge.platform.getGameById({ gameId: '111111' })
.then(game => {
// { appID, title, url, coverURL, iconURL, isAvailable }
})
// Lifecycle messages — see table below
bridge.platform.sendMessage('game_ready')
// Custom messages — used by Advanced Banners config
bridge.platform.sendCustomMessage('shop_opened')| Message | Payload | When to send |
|---|---|---|
game_ready | — | Game loaded, loading screen done, player can interact (required) |
in_game_loading_started | — | Sub-loading begins (e.g. level load) |
in_game_loading_stopped | — | Sub-loading finished |
gameplay_started | — | Active gameplay begins |
gameplay_stopped | — | Active gameplay ends (menu, pause, game over) |
player_got_achievement | — | Significant moment (boss defeated, record set) |
level_started | { world, level } (optional) | Level begins |
level_completed | { world, level } | Level won |
level_failed | { world, level } | Level lost |
level_paused | { world, level } | Pause menu opened |
level_resumed | { world, level } | Resumed from pause |
These also trigger Advanced Banners placements automatically.
// Audio mute/unmute requests from the host
bridge.platform.on(bridge.EVENT_NAME.AUDIO_STATE_CHANGED, isEnabled => {
if (!isEnabled) muteGameAudio()
else restoreGameAudio()
})
// Pause/resume requests (tab switch, platform overlay, etc.)
bridge.platform.on(bridge.EVENT_NAME.PAUSE_STATE_CHANGED, isPaused => {
if (isPaused) pauseGame()
else resumeGame()
})Both events are required to handle — many platforms enforce this during moderation.
bridge.playerPlayer identity and platform authorization.
| Property | Type | Description |
|---|---|---|
bridge.player.id | string | null | Platform player ID, only when authorized |
bridge.player.name | string | null | Display name from platform |
bridge.player.photos | string[] | Avatar URLs sorted by increasing resolution; [] if none |
bridge.player.extra | object | Platform-specific auth/verification data |
bridge.player.isAuthorizationSupported | boolean | Whether host supports a login flow |
bridge.player.isAuthorized | boolean | Whether the player is currently authorized |
// Trigger only from a direct user action (button tap)
bridge.player.authorize({})
.then(() => {
// bridge.player.id, .name, .photos now populated
})
.catch(error => {
// Cancelled or failed
})Some platforms expose guest data even before authorization (name, partial id). Don't treat those as verified — only post-authorization data is trustworthy.
Use bridge.player.extra to verify player identity from your server. Currently only playgama, msn, and microsoft_store are supported by Playgama's verification API:
curl -X POST 'https://playgama.com/api/bridge/v1/verify' \
-H 'Content-Type: application/json' \
-d '{"platform":"<PLATFORM_ID>","type":"authorization","data":{ <...bridge.player.extra> }}'
# Response: { success, errorMessage?, playerId?, publisherPlayerId? }bridge.devicebridge.device.type // 'mobile' | 'tablet' | 'desktop' | 'tv'Use for broad UI adaptation — touch vs. keyboard input, asset quality, layout. Don't make business logic decisions on device type.
bridge.storagePersistent player data (progress, settings, currency). Almost every game needs this.
| Type | Persistence | Cross-device | When |
|---|---|---|---|
local_storage | Browser localStorage | No | Default for offline single-device save |
platform_internal | Platform cloud servers | Yes | Player is authorized + you want cloud sync |
bridge.storage.defaultType
// 'local_storage' or 'platform_internal' — host's preferred type
bridge.storage.isAvailable('local_storage')
bridge.storage.isAvailable('platform_internal')
// Check before forcing a specific type// Single key
bridge.storage.get('level')
.then(value => {
// value === null when key is missing — always have a default in your game state
})
// Multiple keys — returns array, same order
bridge.storage.get(['level', 'coins', 'settings'])
.then(([level, coins, settings]) => {})
// Force specific storage type (third arg)
bridge.storage.get('level', 'local_storage')bridge.storage.set('level', 'dungeon_3')
bridge.storage.set(
['level', 'coins', 'tutorial_done'],
['dungeon_3', 42, true]
)
.then(() => { /* persisted */ })
.catch(error => {})
bridge.storage.set('level', 'dungeon_3', 'platform_internal')Save on meaningful state change (level done, purchase, settings change). Do not save every frame.
bridge.storage.delete('level')
bridge.storage.delete(['level', 'coins'])bridge.advertisementplaygama-bridge-config.json controls placements. Never show ads during active gameplay — only at natural pauses.
| Format | Status | When |
|---|---|---|
| Interstitial | Required | Level transitions, game over, menu↔gameplay |
| Rewarded | Recommended | Player opts in for in-game reward |
| Banner | Recommended | Idle screens (menu, lobby, pause) |
| Advanced Banners | Recommended | Custom multi-position responsive banner layouts |
| AdBlock check | Optional | Adapt UI when ads are blocked |
bridge.advertisement.isInterstitialSupported // boolean
bridge.advertisement.minimumDelayBetweenInterstitial // default 60 seconds
bridge.advertisement.setMinimumDelayBetweenInterstitial(30) // override
bridge.advertisement.interstitialState
// 'loading' | 'opened' | 'closed' | 'failed'
bridge.advertisement.on(bridge.EVENT_NAME.INTERSTITIAL_STATE_CHANGED, state => {
if (state === 'opened') {
muteGameAudio()
pauseGame()
} else if (state === 'closed' || state === 'failed') {
restoreGameAudio()
resumeGame()
}
})
// Optional placement string
bridge.advertisement.showInterstitial('level_complete')Do not call showInterstitial() at game start — platforms that support a startup interstitial show it automatically. Calling it explicitly causes duplicate ads.
Also check interstitialState right after init: if it is already opened, mute and pause immediately.
bridge.advertisement.isRewardedSupported
bridge.advertisement.rewardedState
// 'loading' | 'opened' | 'closed' | 'rewarded' | 'failed'
bridge.advertisement.rewardedPlacement // current placement string
bridge.advertisement.on(bridge.EVENT_NAME.REWARDED_STATE_CHANGED, state => {
switch (state) {
case 'opened':
muteGameAudio()
pauseGame()
break
case 'rewarded':
// ONLY here grant the reward
grantReward(bridge.advertisement.rewardedPlacement)
break
case 'closed':
case 'failed':
restoreGameAudio()
resumeGame()
break
}
})
bridge.advertisement.showRewarded('double_coins')Critical: grant the reward only on the rewarded state. Granting on closed lets players claim rewards without watching the ad.
bridge.advertisement.isBannerSupported
let position = 'bottom' // 'top' | 'bottom', default 'bottom'
let placement = 'menu' // optional
bridge.advertisement.showBanner(position, placement)
bridge.advertisement.hideBanner()
bridge.advertisement.bannerState
// 'loading' | 'shown' | 'hidden' | 'failed'
bridge.advertisement.on(bridge.EVENT_NAME.BANNER_STATE_CHANGED, state => {})Multi-position, responsive banner layouts driven by config. Auto-hidden during interstitials/rewarded, auto-restored after. Re-evaluate on orientation/resize (200ms debounce).
bridge.advertisement.isAdvancedBannersSupported
// Method 1 — explicit
bridge.advertisement.showAdvancedBanners('main_menu')
bridge.advertisement.hideAdvancedBanners()
// Method 2 — automatic via platform messages (recommended)
bridge.platform.sendMessage('gameplay_stopped') // shows if configured
bridge.platform.sendMessage('gameplay_started') // hides if action: 'hide'
bridge.platform.sendCustomMessage('shop_opened')
// State
bridge.advertisement.advancedBannersState
bridge.advertisement.on('advanced_banners_state_changed', state => {})Config example:
{
"advertisement": {
"advancedBanners": {
"disable": false,
"placementFallback": "main_menu",
"main_menu": {
"default": [
{ "width": "20%", "height": "25%", "top": "10%", "right": "10%" }
]
},
"gameplay_stopped": {
"action": "show",
"default": [
{ "width": "20%", "height": "25%", "bottom": "10%", "right": "5%" }
],
"mobile:portrait": [
{ "width": "100%", "height": "8%", "bottom": "0", "left": "0" }
],
"desktop:landscape:w>1200": [
{ "width": "10%", "height": "60%", "top": "10%", "left": "1%" },
{ "width": "10%", "height": "60%", "top": "10%", "right": "1%" }
]
},
"gameplay_started": { "action": "hide" }
}
}
}Colon-separated segments, all must match:
| Segment | Examples |
|---|---|
| Device type | mobile, desktop, tablet, tv |
| Orientation | portrait, landscape |
| Width | w>600, w<=1024, w>=768 |
| Height | h>400, h<=900 |
| Aspect ratio | ar>1.5, ar>=1.78, ar<=1.0 |
| Canvas mode | canvas (use canvas size instead of window) |
Priority: device type +4, orientation +2, canvas +1, each w/h/ar condition +1. Ties broken by more segments → closer threshold to actual value. default is fallback (-1).
CSS positioning: width, height, top, bottom, left, right — all strings ("300px", "100%", "0").
bridge.advertisement.checkAdBlock()
.then(isBlocked => {
// true | false — informational only, doesn't suppress ads
})bridge.paymentsIn-game purchases. Optional but often the highest-revenue feature.
| Type | Example | Lifecycle |
|---|---|---|
| Permanent | "Remove ads", DLC | Bought once. Check ownership with getPurchases() on every launch |
| Consumable | Coins, gems, energy | Bought → granted → must be consumed with consumePurchase(id). Until consumed, repeat purchases of the same product fail |
bridge.payments.isSupported
// Catalog — localized prices, currencies, metadata
bridge.payments.getCatalog()
.then(items => {
items.forEach(item => {
console.log(item.id)
console.log(item.price) // formatted string
console.log(item.priceCurrencyCode) // ISO 4217
console.log(item.priceValue) // numeric value
})
})
// Purchase — only from a direct user action
bridge.payments.purchase('coins_100')
.then(purchase => {
// Platform-specific shape, always has .id
grantItems(purchase.id)
// For consumables, immediately consume:
return bridge.payments.consumePurchase(purchase.id)
})
.catch(error => {
// Cancelled or failed
})
// Consume a consumable after granting items
bridge.payments.consumePurchase('coins_100')
.then(purchase => {})
// Active purchases — call on every launch and after reconnect
// to recover items from purchases interrupted by disconnects
bridge.payments.getPurchases()
.then(purchases => {
purchases.forEach(p => {
// Permanent: check ownership here
// Consumable: grant items + consume
})
}){
"payments": [
{
"id": "coins_100",
"playgama": { "amount": 1 },
"playdeck": { "amount": 1, "description": "100 Coins" }
}
]
}id is your in-game identifier; per-platform keys carry platform-specific price/metadata.
curl -X POST 'https://playgama.com/api/bridge/v1/verify' \
-H 'Content-Type: application/json' \
-d '{"platform":"<PLATFORM_ID>","type":"purchase","data":{ <...purchase> }}'
# Response: { success, errorMessage?, orderId?, productId?, externalId? }Currently supports playgama, msn, microsoft_store.
bridge.leaderboardsOptional. First check bridge.leaderboards.type:
| Type | Action |
|---|---|
not_available | Hide all leaderboard UI |
in_game | Call setScore(...), render your own UI from getEntries(...) |
native | Call setScore(...) only — platform renders the board |
native_popup | Call setScore(...) and showNativePopup(...) to open overlay |
bridge.leaderboards.type
bridge.leaderboards.setScore('high_score', 1000)
.then(() => {})
// Only when type === 'in_game'
bridge.leaderboards.getEntries('high_score')
.then(entries => {
entries.forEach(e => {
console.log(e.id)
console.log(e.name)
console.log(e.photo)
console.log(e.score)
console.log(e.rank)
})
})
// Only when type === 'native_popup'
bridge.leaderboards.showNativePopup('high_score'){
"leaderboards": [
{
"id": "high_score",
"<PLATFORM_ID>": "<NATIVE_ID_FOR_PLATFORM>"
}
]
}Use the in-game id in code; per-platform overrides map to native leaderboard IDs when they differ.
bridge.achievementsOptional. Achievement IDs are configured in each platform's developer dashboard, not in playgama-bridge-config.json.
bridge.achievements.isSupported
bridge.achievements.isGetListSupported
bridge.achievements.isNativePopupSupported
// Unlock — send each achievement only once
let options = {}
switch (bridge.platform.id) {
case 'y8':
options = { achievement: 'ACHIEVEMENT_NAME', achievementkey: 'ACHIEVEMENT_KEY' }
break
case 'lagged':
options = { achievement: 'ACHIEVEMENT_ID' }
break
}
bridge.achievements.unlock(options)
.then(() => {})
// List (platform-specific shape)
bridge.achievements.getList({})
.then(list => {})
// Native overlay
bridge.achievements.showNativePopup({})Keep a constants file in your game that maps internal milestones to per-platform achievement IDs.
bridge.socialAll optional. Each method has an is*Supported flag — always check it and hide the button when unsupported. Trigger only from direct user action.
| Feature | Flag | Typical platforms |
|---|---|---|
| Share | isShareSupported | VK, Facebook, MSN |
| Join community | isJoinCommunitySupported | VK, OK, Facebook |
| Invite friends | isInviteFriendsSupported | VK, OK, Facebook |
| Create post | isCreatePostSupported | VK, OK |
| Add to favorites | isAddToFavoritesSupported | VK, Yandex |
| Add to home screen | isAddToHomeScreenSupported | Yandex, GameSnacks |
| Rate game | isRateSupported | VK, GameSnacks, Yandex |
| External links | isExternalLinksAllowed | Most non-portal platforms |
let options = {}
switch (bridge.platform.id) {
case 'vk': options = { link: 'https://...' }; break
case 'facebook': options = { image: 'base64...', text: 'Check this game!' }; break
case 'msn': options = { title: '...', image: 'base64 or URL', text: '...' }; break
}
bridge.social.share(options).then(() => {})let options = {}
switch (bridge.platform.id) {
case 'vk':
case 'ok': options = { groupId: 123456 }; break
case 'facebook': options = { isPage: true }; break // false → group
}
bridge.social.joinCommunity(options)let options = {}
switch (bridge.platform.id) {
case 'ok': options = { text: 'Hello!' }; break
case 'facebook': options = { image: 'base64...', text: 'Join me!' }; break
}
bridge.social.inviteFriends(options)// OK example with mixed media
bridge.social.createPost({
media: [
{ type: 'text', text: 'Hello!' },
{ type: 'link', url: 'https://...' },
{
type: 'poll',
question: 'Like the game?',
answers: [{ text: 'Yes' }, { text: 'No' }],
options: 'SingleChoice,AnonymousVoting'
}
]
})bridge.social.addToFavorites().then(() => {})
bridge.social.addToHomeScreen().then(() => {})
bridge.social.rate().then(() => {})bridge.remoteConfigOptional. Read game settings (difficulty, drop rates, feature flags, A/B values) at runtime without rebuilding.
bridge.remoteConfig.isSupported
let options = {}
switch (bridge.platform.id) {
case 'yandex':
options = {
clientFeatures: [
{ name: 'levels', value: '5' }
]
}
break
}
bridge.remoteConfig.get(options)
.then(data => {
// e.g. { showFullscreenAdOnStart: 'no', difficulty: 'hard' }
})
.catch(error => {})Always have hardcoded defaults for every key. The request can fail or return partial data.
bridge.EVENT_NAME.AUDIO_STATE_CHANGED
bridge.EVENT_NAME.PAUSE_STATE_CHANGED
bridge.EVENT_NAME.INTERSTITIAL_STATE_CHANGED
bridge.EVENT_NAME.REWARDED_STATE_CHANGED
bridge.EVENT_NAME.BANNER_STATE_CHANGED
bridge.EVENT_NAME.ADVANCED_BANNERS_STATE_CHANGEDbridge.platform.on(...) and bridge.advertisement.on(...) accept event-name strings as well.
| Module | States |
|---|---|
| Interstitial | loading, opened, closed, failed |
| Rewarded | loading, opened, closed, rewarded, failed |
| Banner | loading, shown, hidden, failed |
| Advanced Banners | loading, shown, hidden, failed |
| Leaderboards type | not_available, in_game, native, native_popup |
| Storage type | local_storage, platform_internal |
bridge.initialize() before using any API.bridge.platform.language to localization.bridge.storage.get(...) before showing gameplay.bridge.platform.sendMessage('game_ready') when first playable frame is rendered.AUDIO_STATE_CHANGED and PAUSE_STATE_CHANGED and react immediately.showInterstitial() at game start.opened; restore on closed/failed/rewarded.rewarded state.consumePurchase(id).getPurchases() to recover interrupted purchases.is*Supported flag and hide UI for unsupported features.payments.purchase() only from direct user input.level_started, gameplay_stopped, etc.) — they drive analytics and Advanced Banners.In environments Bridge doesn't recognize it falls back to mock. APIs return safe defaults instead of throwing, so you can develop and debug locally before publishing. bridge.platform.id === 'mock' indicates this state.
https://playgama.github.io/bridge-config-editor/https://wiki.playgama.com/1adb800
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