Can I read iBeacon data using AS3/Air? - actionscript-3

I am wanting to develop a simple micro location app using iBeacons (just arrived today...how exciting). I have zero experience coding native in iOS and Android however have developed several apps using AS3/Air so I was wondering if there is a way to receive the beacon data using AS3?
I know there is a Bluetooth ANE for Android (which is not production ready) but was hoping someone knew of an iOS and Android ANE.
Happy to pay someone to create one for me if possible!

To my knowledge, nobody has built a ANE wrapper for the Android iBeacon Library or for the iOS CoreLocaton APIs. There is an iOS wrapper and an Android wrapper for Xamarin (another cross-platform development framework), and I have been approached by folks interested in building an Android wrapper for the Basic4Android.
An ANE wrapper would be an interesting addition, so if anyone experienced with building them is interested in working on this, I would be happy to help on either the Android or iOS side.
Full disclosure: I am the primary author of the Android iBeacon Library.

I've just found iBeacon ANE on this site http://www.caffaware.com/archives/469
Good job! ;-)

If anybody is still looking, a free ANE can be found here:
http://www.as3gamegears.com/air-native-extension/ibeacon/

Related

How to use CocoaPods with LibGDX?

I have a LibGDX project which I can run on all platforms that are supported by LibGDX. Recently I started integrating the Google Nearby Messages API. I got it working on Android through platform-specific code, pretty much like the description on Google says it should be done. Now I want to integrate it in the iOS project, which uses RoboVM, but according to their documentation (https://developers.google.com/nearby/messages/ios/get-started) I should use CocoaPods, which doesn't seem so straightforward for integration, especially in a LibGDX project. I hope someone with some experience in doing this can help me out, or point me to a project in which that's already done. Thanks!
As far as I know, with RoboVM you use their available RoboPods supporting the most popular 3rd party intgrations, but not all.
Popular Google tools are listed there but I did not see Google Nearby Messages API, more info here:
https://github.com/MobiVM/robovm-robopods

What's the best way to integrate Facebook SDK in cross platform libGDX project?

Till now I haven't found clarity on how to integrate 3rd party services in a libGDX project.
My project targets Android and iOS both the platforms.
Can someone tell me the best ways to do that?
You can try https://github.com/TomGrill/gdx-facebook or write your own platform specific code https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code

how can i make in app buying in actionscript

I have a child book mobile application and my customer asking me that
he wanted to 10 book 5 free and 5 purchasable.How can i do that
You will need a Native Extension (ANE)
You could make your own, but i would reccomend buying one like this -> milkmangames.com
For Android, you need to use an AIR Native Extension (ANE) (link is a tutorial on how to create and use one). An ANE allows you to run a native code (Java on Android, Objective-C on iOS and Mac, C++ on Windows). You would tie into the native APIs already available for in-app purchases. There are free options available, though they are generally not well documented. I recently had luck with the GCM ANE found here (though you will need to rebuild it in order to use your own icon).
For iOS, Adobe actually provides a way to do it within AIR itself using the RemoteNotifier class. I was able to implement this extremely easy. No trouble whatsoever and it is documented fairly well. This also uses native APIs, but it is built into the AIR SDK and is fully supported by Adobe. I highly recommend using this over an ANE. Read this article

Confusion regarding PhoneGap/Cordova

I have a webapp developed (game), based on HTML5 + CreateJS, but since Android lacks of standards, I've run into unsolvable issues for my webapp. That's why im recurring to PhoneGap.
Yet my confusion lies in the fact that I need to make this game into a phonegap app that runs on Android/iOS, using for each platform native specific stuff.
So, should I build 2 apps (one for each platform), all over again, or use the one I have and try to deploy it into different devices using phonegap?
The truth is I don't know how to approach this problem... can anyone help?
Best Regards.
Yes, you can use Cordova (PhoneGap) to create a cross platform mobile app. Basically, Cordova (PhoneGap is Adobe's version of Cordova) is an open source project that provides JavaScript API's for accessing native device functionality (like the Accelerometer or Camera.) Cordova also lets you package your app in the native application shell, so you put your app on the app store. Please see my other answer here about Cordova and hybrid apps: Beginning with Apache Cordova
If the game runs completely in HTML5, I think it would be easiest to just use that one codebase and integrate it with Cordova and then deploy to the various platforms - why rewrite the app twice if you don't need to?
However, if you are using native device functionality, you may need to develop your own Cordova/Phonegap plugins for use. This way, you can call regular Android/iOS code (Java or Objective-C code) that you write from your web app code with JavaScript. This might be more work, especially if you have never written in these languages.
Personally, since you already have a working HTML5 app, I'd just try to get it working with Cordova and see how it performs. If you really need some native specific stuff, then I'd try creating that "stuff" as a plugin. Rebuilding the app twice, once for Android and once for iOS seems like a pretty big waste of time to me.
The answer here is either yes or no.
Yes if you want to use some specific feature of the native code. For instance, iOS's default objects is beautiful itself, you can easily drag and drop it to build your application. However, it takes lots of time to rebuild for another platform. Specially, if you intend to create app/game for multiple platforms, it would be a nightmare.
HTML5 is much faster for you to approach several platforms. However, you can't get the best result on all platforms and all devices. I mean, it is really difficult to bring the max performance of the app on all devices. For this solution, I suggest HTML5 with some libraries such as LimeJS, Crafty, Impact, etc. or some tools such as Construct 2, etc. I used to use HTML5 with all those libraries but found out that Construct 2 is much better.
Instead of using phonegap, I recommend cocoonjs. Specially if your targets are iOS and Android platforms.
Hope that help.
Yeah, even the simplest game such as bubble buster would be difficult to make cross platform with different version of android webview and you need cross platform? I would suggest looking into something like Unity3D.

iOS development with new AIR 2.6

I've just read AIR 2.6 release notes:
http://blogs.adobe.com/cantrell/archives/2011/03/everything-new-in-adobe-air-2-6.html
Did I understood correctly that On-device debugging over USB is implemented only for Android OS?
What is the simpliest way to port my air app to iOS? Can someone provide a step-by-step tutorial on how to deal with it?
thank you in advance!
You should check out Renaun's blog about this topic, it's really great, and using the sample project makes very easy to understand and adopt the approaches.
The debugging part is a bit tricky, for it to get work i found the following sites helpful:
Corlan's blog
Debugging a mobile AIR application