Sun Hollow Farm
Sow, wait, harvest. Everything below the farm is items, and items are not live yet.
Checking whether items and the shop are available…
The field playable now
Tap a plot to sow it. It ripens on its own. Tap again to harvest a bushel. This
loop uses no capability beyond storage, which is why it keeps working
when every assets.* and market.* call is refused.
0 bushels in the cart
…
The barn checking
Read through uniplays.assets.inventory() and
uniplays.assets.balance(type). Both are read-kind: no dialog, no
wallet, no gas. The art below is the same bundle-relative path the manifest declares,
so it is pinned by bundleHash.
The shop checking
Selling and buying are confirm-kind. This game supplies ids and
numbers only; the shell draws the dialog outside this frame and
states the royalty and where it goes. A game cannot render, reach or reword that
dialog. It cannot know the royalty destination either, because the credit-or-burn
election lives on chain and not in game.json.
…
Open listings
- Nothing to show yet.
…
What this example is really about
-
Item and shop methods require a configured deployment. If a read returns
not_available, the farm remains playable and those controls explain their unavailable state. - Minting is a developer-signed voucher. The claim button asks this game's own server; the server holds the key. There is no minting method in the SDK and no signing key is included in this game bundle.
-
founder_badgeistradable: false, so it never appears in the sell list. That is a shop rule, not soulbinding: a wallet can still transfer it. -
prize_cowisunique, so its listing is all-or-nothing: exactly one unit, filled whole. A fungible listing fills partially. The form clamps the unique case becauseGameMarketwould refuse such a listing forever.