Launch libgdx project on HTML 5 based browser platform - libgdx

I want to launch my Libgdx project on HTML 5 platform but there is Error like
The type com.google.gwt.core.client.EntryPoint cannot be resolved. It is indirectly referenced from required .class files GwtLauncher.java /Digestive-System-html/src/com/me/mygdxgame/client
The project was not built since its build path is incomplete. Cannot find the class file for com.google.gwt.core.client.EntryPoint. Fix the build path then try building this project Digestive-System-html
I googled but unable to resolve this problem. Any help wiil appreciated
thanks...

Hello vishal to my knowledge if you go through this you can setup libgdx project on HTML 5 based browser platform.As of version 0.9.3, libgdx comes with an easy to use application called "Libgdx Setup".The following steps will create everything needed to develop for the desktop, android, html 5.
Download the gdx-setup-ui.jar from http://libgdx.badlogicgames.com/nightlies/dist/gdx-setup-ui.jar. The jar is also contained in all stable and nightly releases.
Execute the jar by double clicking it or from the command line via java -jar gdx-setup-ui.jar
Specify your project's configuration (Configuration Panel).Specify the libgdx stable/nightly release zip file or press one of the buttons to download the latest stable/nightly release (Library Selection Panel).
Hit the "Generate projects" button (Generation Panel)
Open Eclipse and import the generated projects into your workspace.
File -> Import -> Existing Projects into Workspace
Click "Browse", select the folder containing the generated projects.
Make sure all the projects are checked, then click "Finish"
To fix the error of the HTML5 platform, go to the "Problems" view, right click the error message "The GWT SDK JAR gwt-servlet.jar is missing in the WEB-INF/lib directory" and select "Quick Fix".
Click "Finish".

Related

Deploying libgdx to html

I tried deploying Libgdx to html using gradle. I copied the content
html/build/dist
and all I see in the browser is the badlogic image with a red background (what you would see if you just created a project) Why is that?
Using the superdev I can open it in the browser, i see where it says drag this button but can't play it. there's nothing
The code server is ready at http://127.0.0.1:9876/
GET /clean/html
Cleaning disk caches.
Cleaned in 29ms.
GET /superdev.html
[WARN] ignored get request: /superdev.html
[WARN] not handled: /superdev.html
> Building 91% > :html:superDev^C%
turning the dev mod on I see Can't find any GWT Modules on this page.
If I build it normally, I see some warnings about depreciated methods, it builds successfully.
Assets aren't being loaded by html
I've few links that may be help you :
How to start
Super Dev mode in GWT
Also check this thread
https://stackoverflow.com/a/24265470/3445320
EDIT
I've tested on Android Studio with MacOS
Steps :
Run ./gradlew html:clean to clean your html module
On Android Studio Terminal I run ./gradlew html:superDev command
I got The code server is ready at http://127.0.0.1:9876/ on terminal
Then I open Google Chrome, View -> Always Show Bookmarks Bar
I typed http://127.0.0.1:9876/ in adress field -> enter
I got a page having Dev Mode On and Dev Mode Off, two buttons
Drag Dev Mode On to bookmarks bar, that is below my Address bar
Done! now I search http://localhost:8080/html/ , I got my game in browser
Press Dev Mode On button that is in bookmarks bar, I got option for compile
Now I need to deploy my html project
I run ./gradlew html:dist in Android Studio Terminal
I got BUILD SUCCESSFUL in Terminal then I find dist folder inside my html module.
dist folder is inside html module -> build -> dist
I copied dist folder and deployed to my server.
EDIT 2
Make sure badlogic.jpg is in your assets folder of android module
Check entry in assets.txt file and find badlogic.jpg inside html module->war->assets folder. If file or entry not exist.
Somehow program not able to write in assets folder
Check what programs have the file/s open
Check permissions and administrative rights
Delete the cache files, run "gradlew html:clean html:superDev" for every new run of superDev.
Check any anti-virus software, they can flag some of GWT's behaviour as suspicious

Add UnityEngine.dll to Mono projects on a Mac

When building Mono DLLs for use in Unity we want to reference the UnityEngine.dll. Several tutorials talk through how to do this. For example here are the instructions from the Unity manual
Next, you should add references to the Unity DLLs. In MonoDevelop, you
should open the contextual menu For References in the Solution Browser and
choose Edit References. Then, choose the option .Net Assembly tab > File
System > select file. [...]
At this stage, you will have the option to select the required DLL file. >On Mac OSX, the file can be found at
Applications/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll
But the Mac finder will not step into Unity.app so I cannot navigate into that folder to choose UnityEngine.dll. I can navigate there in the terminal, but not in the 'select file' finder. How do I add UnityEngine.dll as a reference in a Mono project on a Mac?
Seems like MonoDevelop does not set the file browser to include .app and thus does not present Show Package Contents in the right-click context menu.
Use CMD-Shift-G to popup the Go to the folder: entry, enter /Applications/Unity.app/Contents/Frameworks/Managed and select Go

Unable to create app packages in Visual Studio 2013 Pro

I am a new developer and I'm having some trouble with VS2013. I have my code complete and working, but when I go to create the app package it blacks out the option shown in this picture.
It is a SIlverlight App so I can use the designer. The account link to VS2013 is a Dev account.
Any help?
EDIT: FIXED
Here's the answer from when I asked this on Reddit: http://www.reddit.com/r/WPDev/comments/24zobu/visual_studio_2013_cant_create_app_package/chdjtxk
In case your link dies, here's what it says:
"Just hit Build than navigate to your documents --> Visual Studio 20** --> Projects --> Your Project Name --> Bin -> (Release or Debug depending on what's selected) there you should find a XAP file. Now head to dev.windowsphone.com sign in and submit the XAP file on the submit page in the dashboard."
Clarify: The .XAP file is located in your project folder, depending on where you have saved it, not necessary in Documents.

how to dynamic linking for the .ane files

I created a native extension. I can debug this application as an desktop application. Working well, there is no problem while using native extension classes. But When I debug for Premiere Pro, I get "
Class com.extenison.samples.ANESample::myClass could not found
" error.
Do you have any idea what I'm missing while debugging for Premiere Pro extension ?
- I added .ane file on Native Extensions tab of Properties
- Also added .swc file on Library Path tab
- checked Package in Flex Build Packaging tab
- I can see .ane file on Package Contents section of Flex Build Packaging
Thanks
Edit : this issue is about linking native extensions. Any helps appreciated about this
If we are creating .ane files for application that runs on some devices, that means we are gonna package our project and device will read files from package.
My native extension (.ane) file was working on local, as desktop application because there was no packaging process.
was not working on Adobe Premiere because ;
put .ane file under yourproject/src/ directory to some folder
go to project/properties/Flex Build Packaging and checked your .ane file
on same directory above,Click Package Contents tab and ensure that your .ane file is in the list
I didn't do this:) But you do this.
You can ignore this error and move on with creating an .ipa with you adt commands. The error is because of cross platform.
Though check with the points, You make the .swc as external reference from the properties.

Package SWF into an EXE or APP

I am trying to adjust my Flash development workflow so that I am using Flash Builder for all of my coding and multiple FLA files for the user interfaces. I will be creating an ActionScript project in Flash Builder and then having each FLA export a SWC into a resources folder.
It is important that I retain the ability to export PC and Mac -- EXE and app, respectively -- projector files. Is there a way of doing this with the Flash compiler or any 3rd party tools?
I know that mProjector and similar tools can do this, but I would like a solution that can be automated into my builds.
EDIT 5/14/2010 9:30 AM: One of my options is to use AIR, however...Flash Builder does not let you build an AIR application from an ActionScript project. Another option is to use Zinc...does Zinc have any command line options such that I can include that in my build process?
There are different options available:
Use AIR
Encapsulate your completed project in a fla (setting the document's class to your custom class) and then publish it as win/mac projector
Use a third-party application to convert swf to native executables. The best known option there is probably zinc
and really, You can pack everything into exe. For example, using flajector can convert the file into exe. and you will not need to think about ... was Flash player installed or not...application will be available in any case
you should have a look at zinc. also, if the machines you want to run on have AIR installed, you may simply wanna build an AIR app.
You can build an AIR application from a pure ActionScript project. Apparently it's not as obvious as it should be, but here's one way of doing it:
http://ted.onflash.org/2010/03/air-apps-using-actionscript-only.php
Also the very latest version of AIR (currently in RC stage, so stable enough to use, final version will be released soon) can package the app into an EXE so you don't need to install the AIR framework separately.
AIR packages can also be compiled from the commandline, so should be easy to integrate into a separate build process if you don't want to do it from the Flash Builder GUI.
Turning SWF into an iOS App/OS App via Xcode and Zinc 4.0 (will help Windows users part of the way)
Step 1:Be an iOS Developer with Working XCode, Provisioning Profile, etc.
Step 1: Download Zinc and Install it
Step 2: Using Zinc select to start a new project and pick the .swf file you want to turn into an app
Step 3: Build / Compile the app - this will create a .app and a .exe file if you select to build for all platforms when compiling
If you are a windows developer then this is as far as you go. Enjoy! If you are a mac/ios dev then continue on.
Step 4: Select your new projector file (.app) and click to 'Convert Projector into an XCode project under the 'Project' tab up top
NOTE - For anyone looking for their projector (or .app file on a mac) made by Zinc 4.0+ to turn into an XCode project, you may have to look in your file directory around the .swf file you used to build the projector in the first place. At first I was frustrated for a bit since I (the Finder on my mac) can easily find the new .exe file but it could not see the .app file with search
Step 5: Locate your new XCode project folder (in the same general place and with same name as your .app) and drag it into XCode
Step 7: Make sure your scheme is correct (Mac OSX or iOS), if it is not then go to build settings and go to 'Base SDK' and switch it to the correct one
Step 8: Check your provisioning, (while still in Build Settings) and select the right code signing and provisioning profile for your app, check your bundle id to make sure it will work too, if you get a problem with code signing after this and you are sure your profile is correct then put
--deep
in the 'Other Code Signing Flags' section
Note - My app was set up to be a mac app and so it had some #import calls that I had to remove and remove the reference to the Cocoa framework on the general section, and put in calls to and instead
Step 9: Archive the app to make the .ipa file and submit it to the app store/post it for ad hoc purposes/build it on a dev device
Note - If submitting to the app store/testflight you may want to look at your .ipa file after this whole process, normally an .ipa is just a fancy zip with a 'Payload' folder that contains your app (with a big cancel symbol over the icon) if after decompresing your ipa (after renaming the .ipa to .zip) you see that your top folder is not called Payload or that your app is actually contained in several folders, then make a new folder called 'Payload' move the icon with the cancel sign on it to the new folder and compress it into a .zip then rename the .zip into a .ipa and you should be good to upload the the app store or testflight