5 KiB
5 KiB
Skulls is simple Columns-like strategy game developed in Golang with the Ebiten library (for Android)
gomobile, build .apk for development and testing:
// 1.
// Navigate to skulls/ and generate a .apk
with skullsgomobile/:
gomobile build -target=android github.com/rootVIII/skulls/skullsgomobile
// 2.
// Install the newly created .apk into an already running Android Emulator (from Android Studio):
adb -s emulator-5554 install skullsgomobile.apk
// 3.
// 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 with the command pixel4:
alias pixel4='$ANDROID_HOME/emulator/emulator -avd "Pixel_4_API_30"'
ebitenmobile, build .aar for Android Studio binding:
// 1.
// Navigate to skulls/ and generate the .aar
binding:
ebitenmobile bind -target android -javapkg com.<your-username>.skulls -o skulls.aar github.com/rootVIII/skulls/skullsebitenbind
// 2.
// Open an Empty Activity in Android Studio and name it SkullsMobile
// 3.
// 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 for the project
// 4.
// Place the following in app/src/main/java/<your username>/MainActivity.java:
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();
}
}
// 5.
// 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.<your-username>.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);
}
}
// 6.
// Add the below into app/src/main/res/AndroidManifest.xml:
<?xml version="1.0" encoding="utf-8"?>
<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"
android:screenOrientation="portrait"
tools:context="com.<your-username>.skullsmobile.MainActivity">
<com.<your-username>.skullsmobile.EbitenViewWithErrorHandling
android:id="@+id/ebitenview"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:focusable="true" />
</RelativeLayout>
// 7.
// The game should now load in one of the emulators that comes with Android Studio
- All development/debugging was done with the gomobile tool and adb.
- Font used for text: RADIOLAND.TTF
-
All assets (images, audio, and font) were converted to
[]byte
using file2byteslice
This was developed on macOS Big Sur.
Author: rootVIII 2021