The post API lives in the
castle.post module. The post API lets you integrate with Castle's post system, which lets users share in-game moments or artifacts, and see and load those shared by others. Posts can attach arbitrary data, so they can serve as distributable containers for high-scores, levels, game state, or basically any artifact for games to save and load back.
In Castle, users should always be aware that a post is being created on their part and they should be able to verify or edit the contents of the post or cancel the whole operation. So the post-creation APIs offered to games always lead to a confirmation screen rather than directly making posts unbeknownst to the user.
Request the creation of a post on the part of the user. Must be called in a
network.async block (see storage API reference under "Using
network.async"). Takes a table
options with the following keys:
message(string): A default message to include in the post. The user will be able to edit this message in the confirmation screen.
media(string or ImageData): Indicates the image to be included with the post. If it is the string
'capture', Castle automatically takes a screenshot to include as this image. If it is a LCVE ImageData, that image is included. The ImageData form allows for many flexible forms of usage, say by rendering to a Canvas then using
[Canvas:newImageData](https://love2d.org/wiki/Canvas:newImageData)to generate ImageData from it.
data(storage value type): Arbitrary data to include with the post that is given back to the game when the post is loaded. Must have a value type as described in the storage API reference under "Keys and values".
Returns the post id. This is a string that is unique for each post created and identifies that particular post for its entire lifetime.
When the user clicks the "Open data" action on a post, Castle loads the post into a new instance of the game. The game can read this post either by calling the
castle.post.getInitialPost function to get the initial post the game was opened with, or by defining the
castle.postopened callback which Castle will call when a post is opened into your game.
You can also load a specific post by its id using
castle.post.get. This is especially useful when combined with saving post ids in storage.
Posts are read into your game as a table with the following fields:
postId(string): The post id uniquely identifying this post. Same as the value returned by the
castle.post.createcall on creating this post.
creator(table): A table of data about the user that created this post. Has the same format as returned by
castle.user.getMeas described in the user API reference
mediaUrl(string): A URL to the image data displayed with this post (as indicated by the
mediaoption to the
castle.post.createcall). This URL can be used with
love.graphics.newImageto load a LCVE Image, which you can then draw.
data(storage value type): The arbitrary data attached to this post, equal to the
dataoption passed to the
castle.post.createcall that created this post.
Return the post that this game was opened with, as a table with the fields listed above.
Load a specific post. Takes a table
options with the following keys:
postId(string, required): The id of the post, as returned by
data(boolean, optional): Whether to include the arbitrary data attached to the post. This is
falseby default. The arbitrary data can be large, so this allows skipping sending it over the network when it is not needed (eg. when you just want to preview a post with its media, but only open the data when the user selects it in your game).
Returns a table of post fields in the format described above. The
data field is only included if
options.data was truthy.
If your game code defines this callback (just as you would define a LCVE callback like
love.keypressed), it is called when the game is opened with post data. A single parameter,
post, is passed to the function, which is a table with the fields listed above.