Zips your web build and configuration, POSTs them to a Wrapfully build server, and saves the platform build artifacts it returns to ./output/.
You provide the server address — typically a URL supplied by your team or hosting environment (for example http://build.example.com:9630/).
npm install @makefully/wrapfully-clientMaintainers: see PUBLISHING.md for npm trusted publishing setup.
- Build your web app into a deploy folder (default:
./deploy/, must includeindex.html). - Add build configuration to
package.json(see Configuration). - Add icons and any signing credentials under
./assets/meta/. - Deploy to your build server:
npx wrapfully-deploy android http://build.example.com:9630/Build artifacts are written to ./output/.
Run from your project root:
npx wrapfully-deploy [builder] [server] [mode]| Argument | Default | Description |
|---|---|---|
builder |
all |
Build target (see Builders). Must be a valid builder name — all is not a valid endpoint; always pass a platform. |
server |
see below | Base URL of the build server |
mode |
extract |
extract unpacks the response zip into ./output/; any other value saves ./output/{name}-{version}-{builder}.zip |
Examples:
# Android release build
npx wrapfully-deploy android http://build.example.com:9630/
# Mac build using server from environment variable
export WRAPFULLY_SERVER=http://build.example.com:9630/
npx wrapfully-deploy mac
# Save the response as a zip instead of extracting
npx wrapfully-deploy win http://build.example.com:9630/ zipAdd scripts to your project's package.json:
{
"scripts": {
"deploy:android": "wrapfully-deploy android",
"deploy:mac": "wrapfully-deploy mac"
}
}Set WRAPFULLY_SERVER or a server field in wrapfully.json so scripts do not need the address on every invocation.
The server URL is resolved in this order:
- CLI argument
WRAPFULLY_SERVERenvironment variableserverfield inwrapfully.jsonhttp://localhost:9630/
Keep server addresses and credentials out of version control — use environment variables or a gitignored wrapfully.json.
The client POSTs a zip stream to:
{server}{builder}/{name}-{version}
For example, a project named mygame at version 1.2.0 with builder android:
http://build.example.com:9630/android/mygame-1.2.0
The server extracts the zip, reads the embedded package.json, runs the build for that platform, and streams a zip of artifacts back to the client.
| Archive path | Source on disk | Purpose |
|---|---|---|
deploy/ |
{deployFolder}/ (default ./deploy/) |
Built web app (HTML, JS, assets) |
deploy/index.html |
{deployFolder}/index.html |
Entry point (also included via the directory) |
meta/ |
./assets/meta/ (if present) |
Icons, signing keys, and publish credentials |
package.json |
project root | Merged package.json + wrapfully.json config |
mygame/
├── package.json # npm metadata + config block (see below)
├── wrapfully.json # optional — merged into config
├── deploy/ # built web app (or set deployFolder in config)
│ └── index.html
└── assets/
└── meta/ # packaged as meta/ in the zip
├── icon-foreground.png
├── icon-background.png
└── publish/ # platform signing & deploy credentials
├── build.json
├── android/
├── apple.json
└── ...
Icons (icon-foreground.png, icon-background.png) are required for mobile, desktop, and Steam builds.
Place two layered PNG files in ./assets/meta/ (packaged as meta/ in the zip):
| File | Purpose |
|---|---|
icon-foreground.png |
Foreground layer (typically the character or subject) |
icon-background.png |
Background layer (typically the scene or environment) |
The build server composites the foreground over the background, applies a binding/logo overlay, and generates the icon sizes each platform needs.
Recommended format: 1536×1536 pixel square PNGs for both files. Images with other dimensions are scaled to 1536×1536 automatically, but matching the target size produces the sharpest results.
Build settings are read from package.json. The client merges any wrapfully.json fields into package.json's config object before sending.
Standard npm fields (name, version, description) are used directly. Add a config block:
{
"name": "mygame",
"version": "1.2.0",
"description": "My game",
"config": {
"title": "My Game",
"packageName": "com.example.mygame",
"publisherDisplayName": "Example Games",
"publisherFullName": "Example Games LLC",
"publisherWebsite": "https://example.com",
"publisherEmailAddress": "hello@example.com",
"scope": "https://example.com/games/",
"themeColor": "#1a1a2e",
"twitterId": "@examplegames",
"steamId": 1234567,
"properties": [
{ "tag": "plugin", "name": "cordova-plugin-inappbrowser" },
{ "tag": "allow-navigation", "href": "*" }
]
}
}| Field | Used by | Description |
|---|---|---|
title |
All | Display name shown in stores and app shells |
packageName |
Cordova, Electron, UWP | Reverse-DNS identifier (com.company.game) |
publisherDisplayName |
Cordova, Electron, web | Short publisher name |
publisherFullName |
Electron | Legal entity name for copyright |
publisherWebsite |
Cordova, web | Company URL |
publisherEmailAddress |
Cordova | Contact email |
scope |
Web/PWA | Base URL scope for the web app |
themeColor |
Cordova, UWP, web | Loading screen / theme color |
twitterId |
Web | Twitter handle for meta tags |
steamId |
Steam | Steam app ID |
properties |
Cordova | Cordova config.xml entries (plugins, allow-navigation, etc.) |
deployFolder |
Client | Deploy directory name (default: deploy) |
Optional. Fields are shallow-merged into package.json's config:
{
"deployFolder": "dist",
"server": "http://build.example.com:9630/",
"title": "My Game",
"packageName": "com.example.mygame"
}Use this to set the server address or override config per environment without editing package.json.
Each builder name becomes a path segment on the server. Some builds require a specific host OS on the server side; composite builders fan out to multiple platforms automatically.
| Builder | Output |
|---|---|
android |
Release Android (.aab) |
android-dev |
Debug Android (.apk) |
ios |
Release iOS (.ipa) |
ios-dev |
Debug iOS (.ipa) |
ios-sim |
iOS Simulator (.app) |
mac |
Release Mac (.app) |
mac-dev |
Debug Mac (.app) with DevTools |
win |
Windows portable (.exe) |
win-dev |
Debug Windows portable with DevTools |
linux |
Linux build |
linux-dev |
Debug Linux build with DevTools |
uwp |
Universal Windows Package |
webapp |
Service-worker web app (optionally SFTP deploy) |
steam |
Windows + Mac + Linux, uploads to Steam |
steam-dev |
Debug Windows + Mac + Linux, no Steam upload |
cordova |
Release Android + iOS |
cordova-dev |
Debug Android + iOS |
apple |
Release Mac + iOS |
apple-dev |
Release Mac + debug iOS |
For a single platform, pass the specific builder name rather than a composite.
Signing keys, provisioning profiles, and store credentials go in ./assets/meta/publish/ on disk (sent as meta/publish/ in the zip). These files contain secrets — add them to .gitignore and never commit them to a public repository.
Place keystore files in assets/meta/publish/android/. Include assets/meta/publish/build.json:
{
"android": {
"debug": {
"keystore": "./android/debug.keystore",
"packageType": "apk",
"storePassword": "android",
"alias": "androiddebugkey",
"password": "android",
"keystoreType": ""
},
"release": {
"keystore": "./android/release.keystore",
"packageType": "bundle",
"storePassword": "(your store password)",
"alias": "(your alias)",
"password": "(your password)",
"keystoreType": ""
}
}
}To deploy to Google Play, also include assets/meta/publish/google.json:
{
"type": "service_account",
"project_id": "(your project id)",
"private_key_id": "(your private key id)",
"private_key": "(your private key)",
"client_email": "(your service account email)",
"client_id": "(your client id)",
"auth_uri": "https://accounts.google.com/o/oauth2/auth",
"token_uri": "https://oauth2.googleapis.com/token",
"auth_provider_x509_cert_url": "https://www.googleapis.com/oauth2/v1/certs",
"client_x509_cert_url": "(your service account cert URL)"
}Include assets/meta/publish/build.json with iOS signing settings:
{
"ios": {
"debug": {
"codeSignIdentity": "iPhone Development",
"provisioningProfile": "(your development provisioning profile id)",
"developmentTeam": "(your team id)",
"packageType": "development",
"automaticProvisioning": false
},
"release": {
"codeSignIdentity": "iPhone Distribution",
"provisioningProfile": "(your distribution provisioning profile id)",
"developmentTeam": "(your team id)",
"packageType": "app-store",
"automaticProvisioning": false
}
}
}To deploy to the App Store, include assets/meta/publish/apple.json:
{
"category": "(your app's category)",
"identity": "(your team identity)",
"username": "(your username)",
"password": "(your password)"
}Requires the Android and Apple package requirements above.
steam-dev builds debug Electron binaries for Windows, Mac, and Linux without uploading to Steam. No steam.json credentials are required.
For release uploads, include assets/meta/publish/steam.json:
{
"username": "(your username)",
"password": "(your password)"
}Also set steamId in your config block.
Steam builds can run on either the Windows or Mac server. The server that receives the request builds its own platforms and requests the rest from the other server (Windows builds win and requests mac/linux; Mac builds mac/linux and requests win). Install the Steamworks SDK ContentBuilder on any server that will upload to Steam.
When builds relay between servers, meta/publish/ credentials travel in the zip with the game payload.
-dev builders produce debug Electron apps with DevTools enabled and the application menu visible. Dev builds skip code signing, notarization, and Steam upload. No publish credentials are required for dev builds.
Release win builds can be signed with assets/meta/publish/ms.json (see Windows below). Release mac builds can use assets/meta/publish/apple.json for signing and notarization (see Apple above).
To deploy via SFTP, include assets/meta/publish/sftp.json:
{
"webapp": {
"host": "(your sftp host)",
"port": 22,
"user": "(your username)",
"password": "(your password)",
"path": "(the sftp subdirectory in which to publish the app)"
}
}To sign the app, place your certificate at assets/meta/publish/ms/packcert.pfx and include assets/meta/publish/ms.json:
{
"publisherName": "CN=(your publisher id)",
"certificateFile": "./ms/packcert.pfx",
"password": "(your password)"
}The server responds with a zip stream containing build artifacts (.apk, .aab, .ipa, .app, .exe, etc.) and optional status files. By default the client extracts this into ./output/. Use a non-extract mode value to save the raw response zip instead.
Every build also includes wrapfully-status.json with structured success, warn, and error events. The client prints these after extraction and exits with code 1 if any errors were reported, so build failures do not crash the server silently.
MIT