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Found 3 results

  1. After successful delivery In-App Purchases (IAPs) on Android using Apache Cordova and https://github.com/j3k0/cordova-plugin-purchase I can't get it working properly on iOS. The problem is that once the item is clicked the price shows its details etc., but if use clicks "Cancel" then the user can't purchase anything anymore. Unless restarting the game, as far as I'm aware I should handle rejection/cancellation events. Tried these, but so far no success. This is how I was trying to handle these events (rejection/cancellation), including playing with store.refresh() in different locations o
  2. Hi, I was wondering if there is In app purchase capabilities in Phaser for the desktop? For example, you can buy coins in agar.io with real money. Thanks
  3. I am working on WebGL for Android/Ouya, and I wonder if it would be nice to have a universal html5 payment API. Since there's no such thing as a W3C or a de facto standard for it (unless I'm mistaken!), I figure I'm just going to create something myself. I want to keep it as simple as possible. I want to start by creating a wrapper around the Ouya API. I also looked at Clay.io and Google Play. I think I can distill a simple API from these three systems that covers the basic functionality. Here's my first try (note, return values are Java style). PaymentSystemID detectPaymentSystem() in
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