마눌님의 지속적인 요구로 고양이 퍼즐게임을 만들었습니다. ^^;
Cocos2d-x의 장점으로, iOS/android/WP3가지 플래폼에 동시에 게임을 등록했습니다.
다음 페이지에서 다운로드 받아주시면 정말 고맙겠습니다.
감사합니다.
https://tackk.com/1wnrp8
2015-05-09
2015-02-04
Admob integration in Cocos2d-x v3.4 with plugin-x (Android - part 3/3)
Download API 7,8,10,17,19 & Google Play services from Android SDK Manger
Expand Eclipse Memory heap
Fix eclipse.ini at the folder where you installed Eclipse.
Excute Terminal, move to the folder below and run publish.sh
MyGame/cocos2d/plugin/tools/publish.sh |
After completing the build, check for Protocol,admob plugin lib has been created.
3. Change Android build setting
After completing the build at the Terminal, run Game developer guide tool(gameDevGuide.sh)
MyGame/cocos2d/plugin/tools/gameDevGuide.sh |
If you can't run because of GNU AWK, download and install gawk-3.1.8-1.dmg. (gawk-3.1.8-1.dmg download)
After excuting Game developer guide tool, enter the path of the project's Android folder. (MyGame/proj.android in this tutorial)
Select the Plugin you want to use.(In this tutorial, we'll choose AdMob)
Copy and replace the contents in the admob_cocos2dx_3_4-master/proj.android folder.
4. Eclipse Setting
Set CDT ndk build environment path like below.
Import Cocos2d-X and Google Play services's Library Projects.
cocos2d-x | cocos2d-x-3.4/cocos/platform/android/java |
Google Play services | android-sdk-macosx/extras/google/google_play_services/libproject/google-play-services_lib |
Import MyGame project.
Set the "Android" and "Java Build Path" settings of MyGame Project.
5. Result
Admob integration in Cocos2d-x v3.4 with plugin-x (iOS - part 2/3)
<- to Part 1/3
1. Add next 2 projects to Xcode.
7. Result
1. Add next 2 projects to Xcode.
MyGame/cocos2d/plugin/protocols/proj.ios/PluginProtocol.xcodeproj |
MyGame/plugin/plugins/admob/proj.ios/PluginAdmob.xcodeproj |
Caution : To support iOS 5 devices, change the Library project's "iOS Deployment Target" to iOS5.0
2. At the Project Setting, add Dependency and Library to 2 Library Projects.
3. Set the User Header Search Path to recursive.
4. Add a flag -ObjC at the Linking>Other Linker Flags.
5. Add a Frameworks for AdMob/iAd/InMobi.
AdSupport.framework (optional) |
CoreLocation.framework |
CoreTelephony.framework |
EventKit.framework |
EventKitUI.framework |
GameController.framework (optional) |
iAd.framework |
libsqlite3.0.dylib |
MediaPlayer.framework |
MessageUI.framework |
Security.framework |
Social.framework (optional) |
StoreKit.framework |
SystemConfiguration.framework |
6. Setting the Ad Unit ID
At your AdMob page, check the ID in form of "ca-app-pub-0000000000000000/0000000000"
Copy and paste to the source code
7. Result
admob
iAd
Speed comparison between Cocos2d-x and Unity3D game
Cocos2d-x 와 Unity3D 게임의 속도 비교 영상
Cocos2d-xとUnity3Dゲームのスピード比較映像
Cocos2d-xとUnity3Dゲームのスピード比較映像
Admob integration in Cocos2d-x v3.4 with plugin-x (Preparing - part 1/3)
Features
Latest Library | GoogleMobileAdsSdkiOS-6.12.2 InMobi-iOS-SDK-4.5.1 Google Play Service |
Mediation Support (iOS) | AdMob, iAd, InMobi |
Google Play Service Support (android) | Necessary at Publish/Updating Android app from August 2014 |
Plugin-x smart banner Bug fix (android) | Fixed Source : AdsWrapper.java |
Prerequisites
1. Setting up the Cocos2d-x Development Environment
Cocos2d-x v3.4 |
Xcode 5.1 or above |
Eclipse Luna Service Release 1a (4.4.1) with ADT&CDT plugin |
admob_cocos2dx_3_4-master.zip (Download from https://github.com/neokoala/admob_cocos2dx_3_4) |
2. Prepare the Test Project
CocosProjetcs/MyGame | cocos new -p com.nowapp.MyGame -l cpp MyGame |
3. Unzip admob_cocos2dx_3_4-master.zip and copy/replace to the MyGame project
Copy and replace HelloWorldScene.cpp,HelloWorldScene.h to Classes folder
Copy and replace plugins/admob folder to MyGame/cocos2d/plugin/plugins folder
Copy and replace protocols/proj.android/src folder to MyGame/cocos2d/plugin/protocols/proj.android folder
2015-02-03
Cocos2d-x v3.4 에서 plugin-x로 AdMob 연결하기 (Android - part 3/3)
Android SDK Manger에서 API 7,8,10,17,19 & Google Play services 다운로드
Eclipse 메모리 heap늘리기
Eclipse가 설치된 폴더에서 eclipse.ini 파일을 다음과 같이 수정합니다.
터미널실행후 다음 폴더로 이동해서 publish.sh를 실행합니다.
MyGame/cocos2d/plugin/tools/publish.sh |
빌드 완료후 다음처럼 Protocol,admob plugin lib가 만들어 졌는지 확인합니다.
3. 안드로이드 빌드 설정 변경
터미널에서 빌드 완료후 Game developer guide tool(gameDevGuide.sh)을 실행합니다.
MyGame/cocos2d/plugin/tools/gameDevGuide.sh |
Game developer guide tool이 실행되면 프로젝트의 안드로이드 폴더 path를 입력합니다.
(여기서는 MyGame/proj.android)
다음으로 사용할 plugin을 선택합니다. 여기서는 (admob)
다운로드받은 admob_cocos2dx_3_4-master/proj.android폴더의 내용을 다음처럼 복사/대체합니다.
4. Eclipse설정
다음 그림을 참고해서 CDT ndk build environment path를 설정합니다.
cocos2d-x와 Google Play services의 라이브러리 프로젝트를 import합니다.
cocos2d-x | cocos2d-x-3.4/cocos/platform/android/java |
Google Play services | android-sdk-macosx/extras/google/google_play_services/libproject/google-play-services_lib |
MyGame 프로젝트를 import합니다.
다음그림처럼 MyGame프로젝트의 “Android”와 “Java Build Path” 설정을 합니다.
5. 실행결과
피드 구독하기:
글 (Atom)