add Admob with Cocos2d-x on iOS

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add Admob with Cocos2d-x on ios

 (2013-02-27 14:12:00)
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1. download admob, setup your account
2. add admob to xcode project. You need:
    - add libGoogleAdmobAds.a to bundle libraries
    - create a group and add admob header file
3.  in AppController.h, add member:
     

@interface AppController : NSObject <</span>UIAccelerometerDelegate, UIAlertViewDelegate,UITextFieldDelegate,UIApplicationDelegate, GADBannerViewDelegate> {

    UIWindow *window;

    RootViewController    *viewController;

    GADBannerView* bannerView_;

}


4. in AppController.mm

 

    // setup admob

    

    // Create a view of the standard size at the bottom of the screen.

    // Available AdSize constants are explained in GADAdSize.h.

    bannerView_ = [[GADBannerView alloc] initWithAdSize:kGADAdSizeBanner];

    bannerView_.delegate = self;

    // Specify the ad‘s "unit identifier." This is your AdMob Publisher ID.

    bannerView_.adUnitID = @"YOUR_ID";

    

    // Let the runtime know which UIViewController to restore after taking

    // the user wherever the ad goes and add it to the view hierarchy.

    bannerView_.rootViewController = viewController;

    [viewController.view addSubview:bannerView_];

    

    

    // Initiate a generic request to load it with an ad.

    GADRequest* adRequest = [GADRequest request];

    [bannerView_ loadRequest:adRequest];


    // start game

    cocos2d::CCApplication::sharedApplication()->run();






5. we are not over Yet!!!

    You‘ll have exceptions if running the app now. You must do this:

(http://stackoverflow.com/questions/12635283/admob-crashes-with-gadobjectprivate-changestate-unrecognized-selector)

 

You need to add -ObjC to the Other Linker Flags of your application target‘s build setting:

  1. Click the blue top-level project icon in XCode
  2. Choose your target and go to Build Settings
  3. Under Other Linker Flags add -ObjC for both Release and Debug

Done!!!
Let‘s make money and go IPO :)








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