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### Skulls is simple Columns-like strategy game developed in Golang with the Ebiten library (for Android)
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< img src = "https://images2.imgbox.com/a6/ab/4hlQKK3q_o.png" alt = "ex2" / >
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###### gomobile, build .apk for development and testing:
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< pre >
< code >
// Navigate to skulls/ and generate a < code > .apk< / code > with skullsgomobile/:
gomobile build -target=android github.com/rootVIII/skulls/skullsgomobile
// Install the newly created .apk into an already running Android Emulator (from Android Studio):
adb -s emulator-5554 install skullsgomobile.apk
// view logging output from the game:
adb logcat
// Note that I use a pixel4 emulator. I have an alias stored in my profile to open it easily via terminal:
alias pixel4='$ANDROID_HOME/emulator/emulator -avd "Pixel_4_API_30"'
< / code >
< / pre >
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###### ebitenmobile, build .aar for Android Studio binding:
< pre >
< code >
// Navigate to skulls/ and generate the < code > .aar< / code > binding:
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ebitenmobile bind -target android -javapkg com.< your-username> .skulls -o skulls.aar github.com/rootVIII/skulls/skullsebitenbind
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// Open an Empty Activity in Android Studio and name it SkullsMobile
// Import the new .aar as a module:
// Select File, New, New Module, Import .jar/.aar Package, select the previously built .aar named skulls.aar
// In app/build.gradle, add this line to the dependencies: compile project(':skulls')
dependencies {
implementation 'androidx.appcompat:appcompat:1.3.0'
implementation 'com.google.android.material:material:1.3.0'
implementation 'androidx.constraintlayout:constraintlayout:2.0.4'
testImplementation 'junit:junit:4.+'
androidTestImplementation 'androidx.test.ext:junit:1.1.2'
androidTestImplementation 'androidx.test.espresso:espresso-core:3.3.0'
compile project(':skulls')
}
// Then synch the change to the build.gradle
// Place the following in app/src/main/java/< your username> /MainActivity.java:
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package com.< your-username> .skullsmobile;
import androidx.appcompat.app.AppCompatActivity;
import android.os.Bundle;
import go.Seq;
import com.< your-username> .skulls.skullsebitenbind.EbitenView;
public class MainActivity extends AppCompatActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Seq.setContext(getApplicationContext());
}
private EbitenView getEbitenView() {
return (EbitenView)this.findViewById(R.id.ebitenview);
}
@Override
protected void onPause() {
super.onPause();
this.getEbitenView().suspendGame();
}
@Override
protected void onResume() {
super.onResume();
this.getEbitenView().resumeGame();
}
}
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// Add a separate error handling class in app/src/main/java/< your-username> /EbitenViewWithErrorHandling.java
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package com.solsticenet.skullsmobile;
import android.content.Context;
import android.util.AttributeSet;
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import com.< your-username> .skulls.skullsebitenbind.EbitenView;
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class EbitenViewWithErrorHandling extends EbitenView {
public EbitenViewWithErrorHandling(Context context) {
super(context);
}
public EbitenViewWithErrorHandling(Context context, AttributeSet attributeSet) {
super(context, attributeSet);
}
@Override
protected void onErrorOnGameUpdate(Exception e) {
// You can define your own error handling e.g., using Crashlytics.
// e.g., Crashlytics.logException(e);
super.onErrorOnGameUpdate(e);
}
}
// Add the below into app/src/main/res/AndroidManifest.xml:
< ?xml version="1.0" encoding="utf-8"?>
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< RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="@color/background_material_dark "
android:keepScreenOn="true"
tools:context="com.< your-username> .skullsmobile.MainActivity">
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< com.< your-username> .skullsmobile.EbitenViewWithErrorHandling
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android:id="@+id/ebitenview"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:focusable="true" />
< /RelativeLayout>
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< / code >
< / pre >
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< ul >
< li >
All development/debugging was done with the < b > gomobile< / b > tool and < b > adb< / b > .
< / li >
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< li >
Font used for text: < a href = "https://www.dafont.com/radioland.font" > RADIOLAND.TTF< / a >
< / li >
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All assets (images, audio, and font) were converted to < code > []byte< / code > using < a href = "https://github.com/hajimehoshi/file2byteslice" > file2byteslice< / a >
< / li >
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< / ul >
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This was developed on macOS Big Sur.
< hr >
< b > Author: rootVIII 2021< / b >
< br > < br >