remove separate script interface
In the Addon SDK v2, runtime script classes are the script interface classes: all public properties and methods are also accessible from Construct's scripting feature. Therefore there is no longer any need to define a separate script interface class.
The method GetScriptInterfaceClass()
can be deleted and the entire script interface class deleted if one was specified.
update property and method names
While all previously documented properties and methods in SDK v1 are still supported in SDK v2, they have been renamed to follow the naming conventions of the rest of the scripting APIs. In some cases some details are different to simplify the SDK or to adapt to the particular requirements of the new architecture.
For example the SDK v1 instance method GetDebuggerProperties()
is now named _getInitProperties()
, but otherwise works identically; Trigger()
is now named _trigger()
but otherwise works identically; and so on. Refer to the class links in the above table to review the full reference. Note also some features may now be in other base classes; for example the SDK v1 class SDKInstanceBase
had a property this._runtime
; the SDK v2 class ISDKInstanceBase
does not define a property for the runtime, but it inherits from IInstance, which defines the property this.runtime
.
For consistency, you will likely want to rename any other class methods to follow the new camelCase naming convention. As per the Addon SDK coding conventions, you may wish to use an underscore prefix to indicate methods which should not be called from the scripting feature, but cannot be made private.
update remaining code
In some addons, such as if the main purpose is to integrate a third-party service, the addon should not require any further major changes. However if your addon has extensive logic using the runtime APIs from the Addon SDK v1, these will need to be rewritten in terms of the new runtime APIs based on Construct's scripting feature. A full reference of the available APIs can be found in the scripting reference section of Construct's manual.
Recommended architecture
Our recommended architecture is to implement core logic as methods and properties (or setters/getters) on your main instance class. This makes the features accessible to the scripting feature. Then actions, conditions and expressions just call the script APIs, so they work consistently with the scripting feature, and don't have to have any significant logic in ACE methods. Then the debugger methods can use the same methods so the debugger views and changes things consistently with the way actions/expressions or script APIs would. Overall this means event sheets, scripting, and the debugger all share the same implementation, which also makes maintenance easier, as there is only one place code needs to be updated.
Recommended additional changes
The following changes are not required, but are recommended.
Delete PLUGIN_VERSION
In the editor plugin script, delete PLUGIN_VERSION
and delete the line this._info.SetVersion(PLUGIN_VERSION);
. This is because with the Addon SDK v2, the addon version is taken from the version specified in addon.json only; the version in the editor plugin script is now ignored. A deprecation warning will appear in the console until these changes are made.
Use globalThis
In the past the global object may have been referred to using window
or self
. The modern standardized way to do this is with globalThis
, so it is recommended to use that instead of any other alternatives.
Configure to use modules
The Addon SDK v2 now supports using JavaScript Modules (i.e. import
and export
statements) in your runtime scripts. By default Construct creates a new main script module for your addon so you don't have to set anything else up, but it's good practice to set it up anyway as it's how all modern addons are written, and it's necessary if you want to use import
or export
in your runtime scripts. For more details see the section Configuring use of modules in Runtime scripts.
Sample diffs
On the Construct Addon SDK GitHub repository, you can find commits that update the SDK samples from the Addon SDK v1 to the Addon SDK v2. The differences, or "diffs", in these commits can serve as a reference of what needs to be changed to update addons. With the sample addons the changes take in to above everything described above, including recommended changes. The following links display the diffs for the updates for each SDK sample.