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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:
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< 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
// Import the new .aar as a module
// in app/src/main/java/< your username> /MainActivity.java place the following:
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();
}
}
// add a separate error handling class in app/src/main/java/< your username> /EbitenViewWithErrorHandling.java
package com.solsticenet.skullsmobile;
import android.content.Context;
import android.util.AttributeSet;
import com.solsticenet.skulls.skullsebitenbind.EbitenView;
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"?>
< manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.< your-username> .skullsmobile">
< application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher "
android:label="@string/app_name "
android:roundIcon="@mipmap/ic_launcher_round "
android:supportsRtl="true"
android:theme="@style/Theme .SkullsMobile">
< activity android:name=".MainActivity">
< intent-filter>
< action android:name="android.intent.action.MAIN" />
< category android:name="android.intent.category.LAUNCHER" />
< /intent-filter>
< /activity>
< /application>
< /manifest>
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< / code >
< / pre >
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< li >
All development/debugging was done with the < b > gomobile< / b > tool and < b > adb< / b > .
< / li >
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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 >