ASCSDK-------通用包接入文档(COCOS篇)

简介: 此文档为ASCSDK打包工具,cocos2dx游戏的母包接入文档。
  • 先说下大体的思路。和之前说的在Unity中接入ASCSDK一样,在Cocos2dx中接入ASCSDK,我们也分为两步,一个Android中的部分,另 一个是Coccos2dx中的部分。同时,我们希望尽可能地封装不同平台之间数据的传递,以及接口的调用。使得大部分游戏基于这个封装,都可以最快地速度来完成ASCSDK的接入。
  1. 新建一个Android工程,作为ASCSDK和Cocos2dx的一个中间工程(ASCSDK_Cocos2dx),主要负责ASCSDK的接口调用封装,参数传递和解析等。这个工程,对于所有游戏都试用。
  2. 在Cocos2dx中封装JNI调用,以及和Android中交互的数据格式等的定义和解析。同样地,这部分对于所有游戏也都适用。游戏中只需要调用这里提供的相关接口,以及实现相应的回调即可完成接入。
  • 首先, 我们使用cocos new 新建一个Cocos2dx(我这里使用的是Cocos2dx 3.10版本)工程,名为Cocos_Demo。
  • 目录如下图
    QQ_20180424102957
  • demo中我们创建了5个按钮,分别为登陆,支付,评价,展示横幅,展示插屏。代码以及运行效果如下。
#include "HelloWorldScene.h"

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    auto bg = Sprite::create("HelloWorld.jpg");
    bg->setAnchorPoint(Vec2(0.5f, 0.5f));
    bg->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2));
    bg->setScale(2.0f);
    this->addChild(bg);

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    
    closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 - 5.0f ,
                                origin.y + closeItem->getContentSize().height/2 + 5.0f));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    this->labelUsername = Label::createWithTTF("ASCSDK", "fonts/Marker Felt.ttf", 24);
    
    // position the label on the center of the screen
    this->labelUsername->setPosition(Vec2(origin.x + visibleSize.width / 2,
        origin.y + visibleSize.height * 0.9 - this->labelUsername->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(this->labelUsername, 1);

    ui::Button* btnLogin = ui::Button::create("login_normal.png", "login_selected.png");
    btnLogin->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y + 200));
    btnLogin->addClickEventListener(CC_CALLBACK_1(HelloWorld::loginClickCallback, this));
    btnLogin->setScale(0.6f);
    // add the sprite as a child to this layer
    this->addChild(btnLogin, 0);

    ui::Button* btnPay = ui::Button::create("pay_normal.png", "pay_selected.png");
    btnPay->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y + 100));
    btnPay->addClickEventListener(CC_CALLBACK_1(HelloWorld::payClickCallback, this));
    btnPay->setScale(0.6f);
    // add the sprite as a child to this layer
    this->addChild(btnPay, 0);

    ui::Button* btnRate = ui::Button::create("rate_normal.png", "rate_selected.png");
    btnRate->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
    btnRate->addClickEventListener(CC_CALLBACK_1(HelloWorld::rateClickCallback, this));
    btnRate->setScale(0.6f);
    // add the sprite as a child to this layer
    this->addChild(btnRate, 0);

    ui::Button* btnBanner = ui::Button::create("banner_normal.png", "banner_selected.png");
    btnBanner->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y - 100));
    btnBanner->addClickEventListener(CC_CALLBACK_1(HelloWorld::showBannerClickCallback, this));
    btnBanner->setScale(0.6f);
    // add the sprite as a child to this layer
    this->addChild(btnBanner, 0);

    ui::Button* btnInters = ui::Button::create("inters_normal.png", "inters_selected.png");
    btnInters->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y - 200));
    btnInters->addClickEventListener(CC_CALLBACK_1(HelloWorld::showIntersClickCallback, this));
    btnInters->setScale(0.6f);
    // add the sprite as a child to this layer
    this->addChild(btnInters, 0);

    //NDKHelper::addSelector("ASCSelectors", "onASCLoginResult", CC_CALLBACK_2(HelloWorld::onASCLoginResult, this), this);
    ASCSDKInterface::getInstance()->initSDK(this);

    return true;
}

void HelloWorld::OnInitSuc()
{
    CCLOG("SDK初始化成功...");
    //一般不需要做什么处理
}

void HelloWorld::OnLoginSuc(ASCLoginResult* result)
{
    CCLOG("SDK登录并认证成功...%s",result->userId.c_str());
    this->labelUsername->setString(result->sdkUsername);

    if (result->isSwitchAccount)
    {
        //TODO:这里退回到登录界面,并且SDK是已经登录成功状态,不用再弹出SDK的登录界面
    }
    else
    {
        //TODO:登录认证成功,获取服务器列表,进入游戏服...
    }
}

void HelloWorld::OnSwitchLogin()
{
    CCLOG("切换帐号成功...");
    //TODO:退回到登录界面,并弹出SDK登录界面(调用ASCSDKInterface::getInstance()->login())
}

void HelloWorld::OnLogout()
{
    CCLOG("SDK帐号退出成功...");
    this->labelUsername->setString("ASCSDK");
    //TODO:退回到登录界面,并弹出SDK登录界面(调用ASCSDKInterface::getInstance()->login())
}


void HelloWorld::loginClickCallback(Ref *pSender)
{
    CCLOG("Btn Login Clicked...ASC Login...");
    ASCSDKInterface::getInstance()->login();
}

void HelloWorld::payClickCallback(Ref *pSender)
{
    CCLOG("Btn Pay Clicked...ASC Pay...");
    
    ASCPayParams* params = ASCPayParams::create();

    params->productId = "1";
    params->productName = "元宝";
    params->productDesc = "购买100元宝,赠送20元宝";
    params->price = 100;
    params->buyNum = 1;
    params->coinNum = 300;
    params->serverId = "10";
    params->serverName = "地狱之恋";
    params->roleId = "asc_24532452";
    params->roleName = "麻利麻利吼";
    params->roleLevel = 15;
    params->vip = "v15";

    //去服务器获取游戏中商品的订单号以及扩展数据,这里测试
    params->orderID = "345435634534";
    params->extension = "test111";

    ASCSDKInterface::getInstance()->pay(params);
}

void HelloWorld::rateClickCallback(cocos2d::Ref* pSender){
    CCLOG("Btn rate Clicked...ASC Rate...");
    ASCSDKInterface::getInstance()->rate();
}

void HelloWorld::showBannerClickCallback(cocos2d::Ref* pSender){
    CCLOG("Btn showBanner Clicked...ASC showBanner...");
    ASCSDKInterface::getInstance()->showBanner();
}

void HelloWorld::showIntersClickCallback(cocos2d::Ref* pSender){
    CCLOG("Btn showInters Clicked...ASC showInters...");
    ASCSDKInterface::getInstance()->showInters();
}

void HelloWorld::menuCloseCallback(Ref* pSender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

QQ_20180424103454

  • 说明:

    • HelloWorldScene.cpp中init方法的最后,我们调用ASCSDK的初始化方法:
      ASCSDKInterface::getInstance()->initSDK(this);
  • 实现回调接口
void HelloWorld::OnInitSuc()
{
    CCLOG("SDK初始化成功...");
    //一般不需要做什么处理
}

void HelloWorld::OnLoginSuc(ASCLoginResult* result)
{
    CCLOG("SDK登录并认证成功...%s",result->userId.c_str());
    this->labelUsername->setString(result->sdkUsername);

    if (result->isSwitchAccount)
    {
        //TODO:这里退回到登录界面,并且SDK是已经登录成功状态,不用再弹出SDK的登录界面
    }
    else
    {
        //TODO:登录认证成功,获取服务器列表,进入游戏服...
    }
}

void HelloWorld::OnSwitchLogin()
{
    CCLOG("切换帐号成功...");
    //TODO:退回到登录界面,并弹出SDK登录界面(调用ASCSDKInterface::getInstance()->login())
}

void HelloWorld::OnLogout()
{
    CCLOG("SDK帐号退出成功...");
    this->labelUsername->setString("ASCSDK");
    //TODO:退回到登录界面,并弹出SDK登录界面(调用ASCSDKInterface::getInstance()->login())
}
  • 登陆以及支付以及广告调用,回调方法,具体调用,请参考demo。

3.将Cocos_Demo生成proj.android导入到eclipse中,然后将ASCSDK3和ASCSDK_Cocos2dx工程生成的jar包(分别是ascsdk2.jar和ascsdk_cocos2dx.jar)拷贝到HelloCocos安卓工程的libs目录下以及一些外部jar。然后,将生成的 AppActivity.java,本来是继承Cocos2dxActivity的,改为继承ASCCocosActivity。
同时,将AndroidManifest.xml中的application节点中,加上android:name=”com.ascsdk.ASCApplication”

  • 目录如图
    QQ_20180424105334
  • AndroidManifest.xml内容
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="com.asc.sdk.demo.cocos"
      android:versionCode="1"
      android:versionName="1.0"
      android:installLocation="auto">

    <uses-sdk android:minSdkVersion="19"/>
    <uses-feature android:glEsVersion="0x00020000" />

    <application android:label="@string/app_name"
                 android:icon="@drawable/icon"
                 android:name="com.asc.sdk.ASCApplication" >
                     
        <!-- Tell Cocos2dxActivity the name of our .so -->
        <meta-data android:name="android.app.lib_name"
                  android:value="cocos2dcpp"/>

        <activity android:name=".AppActivity"
                  android:label="@string/app_name"
                  android:screenOrientation="portrait"
                  android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
                  android:configChanges="orientation|keyboardHidden|screenSize">

            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
            
        </activity>
        
    </application>

    <supports-screens android:anyDensity="true"
                      android:smallScreens="true"
                      android:normalScreens="true"
                      android:largeScreens="true"
                      android:xlargeScreens="true"/>

    <uses-permission android:name="android.permission.INTERNET"/>
</manifest> 
  • 最后,为了能够在Android中编译并运行,我们还需要将ASCSDK包含的这些Cpp文件,添加到Android.mk中,最终的文件如下:
LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)

LOCAL_MODULE := cocos2dcpp_shared

LOCAL_MODULE_FILENAME := libcocos2dcpp

LOCAL_SRC_FILES := hellocpp/main.cpp \
                   ../../Classes/AppDelegate.cpp \
                   ../../Classes/HelloWorldScene.cpp \
                   ../../Classes/jansson/value.c \
                   ../../Classes/jansson/utf.c \
                   ../../Classes/jansson/strconv.c \
                   ../../Classes/jansson/strbuffer.c \
                   ../../Classes/jansson/pack_unpack.c \
                   ../../Classes/jansson/memory.c \
                   ../../Classes/jansson/load.c \
                   ../../Classes/jansson/hashtable.c \
                   ../../Classes/jansson/error.c \
                   ../../Classes/jansson/dump.c \
                   ../../Classes/NDKHelper/CallFuncNV.cpp \
                   ../../Classes/NDKHelper/NDKCallbackNode.cpp \
                   ../../Classes/NDKHelper/NDKHelper.cpp \
                   ../../Classes/ascsdk/ASCSDKData.cpp \
                   ../../Classes/ascsdk/ASCSDKNativeCallback.cpp \
                   ../../Classes/ascsdk/ASCSDKInterface.cpp

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes

# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END


LOCAL_STATIC_LIBRARIES := cocos2dx_static

# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END

include $(BUILD_SHARED_LIBRARY)

$(call import-module,.)

# _COCOS_LIB_IMPORT_ANDROID_BEGIN
# _COCOS_LIB_IMPORT_ANDROID_END

4.到这里,接入就算完成了。我们可以使用cocos compile -p android 命令来编译Android平台,之前的操作如果稍有不慎,这里编译的过程中,也许会遇到一些错误,不过,看着啥错误,一一解决即可。

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