DevKit Native Plugins

The Game Closure DevKit supports a plugin system that enables you to develop unique features for your game in native code and JavaScript that will seamlessly interoperate with and persist through upgrades to new versions.

  • These plugins can be easily shared privately with your internal development team or shared back to Game Closure to benefit the rest of the HTML5 game development community.

  • Plugins allow your game to use a minimum set of permissions, which will prevent users from getting scared off.

  • Native plugin code has access to the manifest.json file contents so you can configure the plugins through that file.

  • Native code and JavaScript interact through a message passing interface.

The JS Event System is used to send events to JavaScript, and a function is used to deliver events from JavaScript to native code. This native interface is the same for both iOS and Android.

Plugin Example: GeoLocation

To demonstrate the plugin system, take the GeoLocation Plugin as an example. It will be referenced throughout the documentation.

To install the Geolocation module, run devkit install It will be installed in your game folder under modules/geoloc.

This will also call npm install inside the module folder, which means you should use the npm scripts feature when you need custom behavior when installing (example: running android update). See the npm docs for details.

Using plugins from your game

Furthermore at the top of the game’s src/Application.js:

import geoloc;

This imports the file specified in the package.json file under the ‘js’ key. This is generally the name of the plugin, but can vary depending on the settings (or to prevent conflicts) – check the plugin’s for details.

Module Directory Structure

The plugin system for iOS consists of several pieces: There will be a JavaScript wrapper for the native functions. A configuration file describes what files and dependencies need to be added to the native project before building. And of course there is the native source code that interacts with your JavaScript wrapper.

A normal DevKit module has a simple directory structure:

├── android
│   ├──
│   ├── config.json
│   ├── manifest.xml
│   └── manifest.xsl
├── ios
│   ├── GeoLoc.h
│   ├──
│   └── config.json
├── js
│   └── index.js
└── package.json

All plugins should have a or similar documentation to describe how to install it, the correct path for importing it, and platform-specific considerations when using the plugin.


The package.json file is a nodejs configuration file that specifies npm dependencies for the javascript source code and defines the paths you can use to import the plugin, as well as where the platform-specific code can be located.

Example package.json from the flurry module:

    "name": "devkit-flurry",
    "version": "0.0.1",
    "devkit": {
        "clientPaths": {
            "flurry": "js"
        "extensions": {
            "android": "android",
            "ios": "ios"

The clientPaths map defines the import paths used to import the plugin from your javascript, as well as where that javascript is located. In this example, import flurry will try to import index.js inside the js folder.

Notice that this also specifies where to find the android and ios native code using the extensions key.


The js directory contains JavaScript files that will be importable in the app. In the case of geoloc, this is import geoloc; to import the js/index.js file.

You do not need to add a plugin to a game’s manifest.json “ection to use JavaScript imports that it provides.


Please see the Android Plugin documentation for a description of the files under the android directory.


Please see the iOS Plugin documentation for a description of the files under the ios directory.

Sending JavaScript Events to Native Code

To communicate with your native code from JavaScript, the NATIVE.plugins.sendEvent and NATIVE.plugins.sendRequest functions can be used to send data to the plugin.

The function can be used to register a handler function to receive global events published by the plugin.

NATIVE.plugins.sendEvent accepts three arguments - the plugin name, the event name (corresponding to the native function that handles it), and a JSON stringified data object with any additional info to send to the plugin.

For example, to send the GeoLocation plugin a request called “onRequest” with a JSON object as a parameter:

var e = {id:1, method:"getPosition", arguments:{}};
NATIVE.plugins.sendEvent("GeolocPlugin", "onRequest", JSON.stringify(e));

This causes the onRequest function in the GeolocPlugin native class to be invoked.

NATIVE.plugins.sendRequest can be used in a similar way to send an event to the plugin while expecting a response. sendRequest passes a callback to the plugin which gets called in the standard (err, response) format.

NATIVE.plugins.sendRequest accepts four arguments - the plugin name, the event name (corresponding to the native function that handles it), an object of data to be attached to the event (not stringified!), and the callback.

var data = {id:1, method:"getPosition", arguments:{}};
NATIVE.plugins.sendRequest("GeolocPlugin", "onRequest", data, function (err, res) {
    if (!err) {
        console.log("response from geoloc plugin!", res);

Another way to improve the readability of your code is to split the NATIVE.plugins.sendEvent call into a convenient wrapper. In the following example from the Facebook plugin, pluginSend("login"); can be used instead of the long-hand form above:

function pluginSend(evt, params) {
    NATIVE && NATIVE.plugins.sendEvent("FacebookPlugin", evt,
                JSON.stringify(params || {}));

var Facebook = Class(function () {
    this.login = function() {

exports = new Facebook();

Receiving JavaScript Events from Native Code

To receive data from the plugin via the Events subsystem:'geoloc', function(evt) {
    if (evt.failed) {
    } else {

You can also invoke native methods

The following pluginOn and invokeCallbacks functions are helpful wrappers from the Facebook plugin you can drop into your own plugin to easily handle callbacks from native code:

function pluginOn(evt, next) {
    NATIVE &&, next);

function invokeCallbacks(list, clear) {
    // Pop off the first two arguments and keep the rest
    var args =;

    // For each callback,
    for (var ii = 0; ii < list.length; ++ii) {
        var next = list[ii];

        // If callback was actually specified,
        if (next) {
            // Run it
            next.apply(null, args);

    // If asked to clear the list too,
    if (clear) {
        list.length = 0;

var Facebook = Class(function () {
    var loginCB = [];

    this.init = function(opts) {
        pluginOn("facebookState", function(evt) {
            invokeCallbacks(loginCB, true, evt.state === "open");

    this.login = function(next) {


exports = new Facebook();
Matching requests to responses

If it is necessary to match a request with the response from the plugin, it is good practice to include an id field in the request, which can be provided in the response to match it with the request.

This is not demonstrated here since GeoLocation does not need to match responses with requests. A JavaScript array keyed with these ids is a good way to remember the callback functions to call when a response arrives.

Plugin JavaScript Design Recommendations

Note that the geoloc plugin is a special case that breaks out of the normal class system to add features to the global navigator object. The preferred way to develop module JavaScript is by using the normal class system.

For example, for the MoPub plugin there is a js/index.js file:

var MoPub = Class(function () {
    this.showInterstitial = function () {
        logger.log("{moPub} Showing interstitial");

        NATIVE && NATIVE.plugins.sendEvent("MoPubPlugin", "showInterstitial",

exports = new MoPub();

The JS object is imported in games that use it with:

import mopub as moPub;

And then games can use the showInterstitial method:


Android Integration

Please see the Android Plugin documentation.

iOS Integration

Please see the iOS Plugin documentation.