I'm creating a game using Libgdx and i write a debugger for that. Now i want to display debugging information in another LwjglApplication.
Is there any way to open multiple windows in Libgdx desktop application ?
Create two classes extending Game or implementing ApplicationListener, one for main game and one for debug window.
In DesktopLauncher class, create two LwjglApplications with objects of aforementioned classes.
public static void main (String[] arg) {
LwjglApplicationConfiguration mainConfig = new LwjglApplicationConfiguration();
new LwjglApplication(new MainGame(), mainConfig);
LwjglApplicationConfiguration debugConfig =new LwjglApplicationConfiguration();
new LwjglApplication(new DebugGame(), debugConfig);
}
Hope this helps.
Related
I want to create an app with a drawing editor like Paint. I want to use libgdx for two reasons:
The code must be cross-platform.
I prefer to use java as a programming language because it is the language I know best and the only one with which I can use sockets.
I know it is possible to create a non-game app in libgdx, I want to know if it is convenient, if there are any downsides;for example, any application in libgdx has a main class like this:
#Override
public void create () {
}
#Override
public void render () {
}
The render method is repeated over and over again, this takes a lot of resources for the device running the application compared to an app not written in libgdx (so without this create / render methods setting, and therefore without a method that is repeated continuously)?
How can I patch actionscript without constantly rebuilding sfw?
There is a fairly large actionscript project that I need to modify and resulting swf is used on a live site. The problem I have is that I need to make quick small updates to the swf and it's not acceptable to update the swf on live site ten time a day (I don't control that part, I need to ask another person to put the result on live site).
What options do I have to workaround that issue? I'm a complete noob when it comes to actionscript and all flash related stuff and I'm not even sure what is possible and what isn't. I'm thinking about the following approaches, which ones are possible/acceptable?
Imagine that live site is on www.livesite.com/game.html and this page loads www.livesite.com/flashgame.swf. In that flashgame.swf among many others there is a class com/livesite/Magic.as that gets instantiated and instance of that class has a member variable xxx123 of class com/livesite/MagicWork.as. I only need to modify this MagicWork class. Now, I simply modify it, build and ask to put updated flashgame.swf live. So, I want to avoid that manual step.
All my ideas can be split in two basic approaches: 1) keep flashgame.swf totally unmodified and then load flashgame.mod.swf that contains alternative implementation of that MagicWork class, then using javascript access internals of instance of that Magic class and update its xxx123 member to be an instance of MagicWork class from flashgame.mode.swf. I'd need to modify game.html to load my javascript so that my js file would load flashgame.mod.swf and patch code inside flashgame.swf. By patching I mean javascript-style overwriting of Magic.xxx123 to a new value. flashgame.mode.swf would ideally reside on my own host that I control. Is that kind of stuff possible, if not what's not possible?
2) I could make one-time change in flashgame.swf so that it would effectively load itself my own code at runtime and patch it's xxx123 member. Is that possible?
I had already written a note about loading runtime shared libraries previously. I'll put the most essential parts of the process here, and add a link to the full article at the end.
You need to tag your main application entry point in the following manner.
[Frame(factoryClass="Preloader")]
public class Main extends Sprite
{
}
Then create a class called Preloader.
public class Preloader
{
public function Preloader()
{
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, this.loader_completeHandler);
loader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, this.loader_ioErrorHandler);
var request:URLRequest = new URLRequest("math.swf");
var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
loader.load(request, context);
}
private function loader_completeHandler(event:Event):void
{
var mainClass:Class = getDefinitionByName("Main") as Class;
var mainInstance:Main = new mainClass();
this.addChild(mainInstance);
}
}
The full implementation of the Main class is like this.
[Frame(factoryClass="Preloader")]
public function Main()
{
var integer:IntegerArithmetic = new IntegerArithmetic(); // Type declared in math.swf
var operand1:int = 10;
var operand2:int = 10;
var result:int = integer.add(operand1, operand2);
}
Deploying Runtime Shared Libraries
The confusing bit about using a runtime shared library is realizing that the SWF has to be extracted from the SWC at the time of deploying the application. This was not immediately obvious and I ended up spending days placing a compiled SWC file in various locations and wondering why the application was unable to load it at runtime. An obscure article on the Adobe website made explicit this particular step and set things straight.
The full article along with the same example is available at http://www.notadesigner.com/runtime-shared-libraries-with-plain-actionscript/.
I just Implemented ads for Android in my game using this guide.
It works fine, I have an interface in my core project that the Android Activity implements.
However my problem is that you need to send this implemented interface to the core project, and then pass it as a parameter to your first Screen, where you can use it, ex:
public MyGdxGame(PlatformSpecific ps) //Android class that handle fb-login and ads
{
this.ps = ps;
}
#Override
public void create ()
{
setScreen(new LoginScreen(this, ps);
}
This was fine for when I needed fb-login since I'm using that in the LoginScreen, but I want to be able to create my ads in other Screens (after a game is finished) by calling createAd-method in interface.
Do I have to keep passing ps between all the Screens just so I can use it in a Screen that only gets used quite rarely, or is there some way to get to this interface from my Screen without passing it to the constructor? Kind of like when you initiate an object, ex:
private PlatformSpecific ps = new PlatformSpecific();
Or does LibGdx have some library to support this scenario maybe? Worst case I could just pass ps between all constructors but feels like a pretty ugly solution.
Solution 1:
Store PlatformSpecific in a global static variable. That allows you to access anywhere in your code without passing it in every constructor.
Soluatio 2:
Have MyPlatformContext class which provides access to PlatformSpecific. Then pass this MyPlatformContext object to your screen constructors. If you extend your platform specific code later you do not have to change the screen constructors. Just edit MyPlatformContextMyPlatformContext class.
Pseudo code:
class MyPlatformContext {
private FacbookPlatform fb;
private AdmobPlatform admob
FacbookPlatform getFacebook() {
return fb;
}
...
}
I try to set up an project with MVVM Cross in Windows Phone 8.1 Universal App. I used this tutorial: https://github.com/MvvmCross/MvvmCross/wiki/Tip-Calc-A-Universal-Windows-App-UI-Project
Now I always get the following exception:
Program does not contain a static 'Main' method suitable for an entry point [Project].WindowsPhone
In the App Project is the entry point defined as App.cs In this class I only changed this:
var setup = new Setup(rootFrame);
setup.Initialize();
var start = Mvx.Resolve<IMvxAppStart>();
start.Start();
And this setup class:
public class Setup : MvxWindowsSetup
{
public Setup(Frame rootFrame) : base(rootFrame)
{
}
protected override IMvxApplication CreateApp()
{
return new Core.App();
}
}
Does anyone have an idea what's the reason for that? o.O
Thanks
NPadrutt
EDIT: I could solve it with creating a new project and add the hot tuna starter package. From there I added the Android and ios files from the other project one by one again.
The solution is to set the "Build Action" of your App.xaml file to "ApplicationDefinition".
If you did what I did, you at some point added an App.xaml file from scratch and this sets the build definition incorrectly.
Currently I'am developing a game using cocos2d-x.
Of course, for multi-platform use.
basically I use a xcode for coding and development.
I want to attach IAP(In app purchases) separately to each coding for iPhone and Android
Problem to try to call a function of a certain class in Android that did not work.
Sources include the following:
cpp side
MyClass::invoke_init()
{
JavaVM* jvm = JniHelper::getJavaVM();
JNIEnv* env;
jvm->GetEnv((void **) &env, JNI_VERSION_1_2);
jclass cls;
jmethodID method;
cls = env->FindClass("com/joycestudios/game/SampleActivity");
method = env->GetMethodID(cls, "initFunc", "()V");
env->CallVoidMethod(cls, method);
}
java side
public class SampleActivity extends Cocos2dxActivity
{
public void initFunc()
{
Log.v("LOG_INFO", "initFunc()");
}
}
The first test as follows: I'm in progress.
build from xcode and build from build_natvie.sh and last build from eclipse.
But after run on eclipse, Just black screen and shuts down.
How to call a function of a java class?
What I looked at several samples, including also analyze the problem, I do not see any problems?
Can you tell if you find any error log?
First check if your game is working fine on android..
Den we can have a look how to call the function.
Generally for calling native method I use MessageJni class available in Cocos2d-x library.
I create my methods in MessageJni class which calls for native methods.
Its easy and convenient way of calling native methods.
Just google using MessageJni class. It will ease your work.
:)