如何通过 LibGdx 使用 Google Play 游戏服务

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【中文标题】如何通过 LibGdx 使用 Google Play 游戏服务【英文标题】:How to use Google Play Game Services with LibGdx 【发布时间】:2013-10-05 08:26:26 【问题描述】:

我想在我的 LibGDX And​​roid 游戏中使用来自 Google Play 游戏服务 API 的成就和排行榜。我唯一取得的成就是从运行的游戏服务开发者网站上获取示例。我已经尝试在我的项目中使用这个代码很多天了,但我仍然一无所获。我也尝试遵循本教程http://helios.hud.ac.uk/u1070589/blog/?p=202,但我没有第 7 步所需的“主游戏类(从 ApplicationListener 扩展的类)”。我只有

公共类 DogeJump 扩展游戏 公共类 MainActivity 扩展 androidApplication 实现 IActivityRequestHandler 公共类 BaseScreen 实现 Screen public class GameScreen extends BaseScreen //负责游戏玩法

这是来自 MainActivity.java 的 onCreate 方法

    protected void onCreate(Bundle savedInstanceState) 

           super.onCreate(savedInstanceState);
        thingy=this;

        RelativeLayout layout=new RelativeLayout(this);
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);
        getWindow().clearFlags(WindowManager.LayoutParams.FLAG_FORCE_NOT_FULLSCREEN);
        View gameView=initializeForView(new DogeJump(this),false);

        adView=new AdView(this,AdSize.IAB_MRECT,"ca-app-pub-XXXXXXX363095/9011689567");

        adView.loadAd(new AdRequest());

        layout.addView(gameView);
        RelativeLayout.LayoutParams adParams=new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT,RelativeLayout.LayoutParams.WRAP_CONTENT);
        adParams.addRule(RelativeLayout.CENTER_HORIZONTAL);
        adParams.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM);
        layout.addView(adView,adParams);       



        setContentView(layout);

        //initialize(new DogeJump(this),false);
    

【问题讨论】:

【参考方案1】:

在我的脑海中,Game 类应该实现 ApplicationListener,所以你缺少的类应该是 DogeJump

【讨论】:

【参考方案2】:

对我来说,我有一个像这样的名为 LDGame 的类:

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;

public class LDGame extends Game implements ApplicationListener 
private static RequestHandler requestHandler;
private static GoogleInterface platformInterface;

public LDGame(RequestHandler requestHandler, GoogleInterface anInterface) 
    this.requestHandler = requestHandler;
    this.platformInterface = anInterface;


@Override
public void create() 
    Assets.loadAll();
    //platformInterface.LogOut();
    setScreen(new MainLogin(this, false));


@Override
public void resume() 
    super.resume();

    // Relase static resources
    Assets.loadAll();


public GoogleInterface getPlatformInterface() 
    return platformInterface;


public RequestHandler getRequestHandler()
    return requestHandler;

这是我处理设置接口的基础知识的地方。 (和你的 dogejump 一样)

然后我的 MainActivity 为 Android 端执行此操作

public class MainActivity extends AndroidApplication implements RequestHandler, GameHelperListener,
    GoogleInterface, RealTimeMessageReceivedListener, RoomStatusUpdateListener, RoomUpdateListener, 
    OnInvitationReceivedListener, RealTimeReliableMessageSentListener, OnImageLoadedListener, OnStateLoadedListener, ConnectionCallbacks
private View gameView;
private GameHelper mHelper;
private GameHelperInterface mGHInterface = null;
private LoginInterface mLoginInterface = null;
private ConfirmInterface mConfirmInterface = null;

private OnLeaderboardScoresLoadedListener theLeaderboardListener;
private RoomUpdateListener mRoomUpdateListener= this;
private Handler libGDXHandler;
// Debug tag
final static String TAG = "Liars Dice Multi";

// Request codes for the UIs that we show with startActivityForResult:
final static int RC_SELECT_PLAYERS = 10000;
final static int RC_INVITATION_INBOX = 10001;
final static int RC_WAITING_ROOM = 10002;
final static int RC_SETTINGS = 10004;

//  Request Key for AppStateClient Slot
final static int ASC_SLOT_UNFINISHED_GAMES = 0;
static final int ASC_SLOT_SERVER_UNFINISHED_GAMES = 1;


// Room ID where the currently active game is taking place; null if we're
// not playing.
String mRoomId = null;
Room mRoomCurrent = null;

int mCurrentToken = 1;

// Are we playing in multiplayer mode?
boolean mMultiplayer = false;

// The participants in the currently active game
ArrayList<Participant> mParticipants = null;
ArrayList<String> listIgnoreTheseIDs = new ArrayList<String>();
// My participant ID in the currently active game
String mMyId = null;

//Token Trackers
ArrayList<Integer> readyToPlayTokens = new ArrayList<Integer>();


// If non-null, this is the id of the invitation we received via the
// invitation listener
String mIncomingInvitationId = null;

// Message buffer for sending messages
byte[] mMsgBuf = new byte[2];
ArrayList<String> messagesRecieved = new ArrayList<String>();
ArrayList<tokenInfo> listTokensSent = new ArrayList<MainActivity.tokenInfo>();
HashMap<Integer, tokenInfo> mapTokensSent = new HashMap<Integer, MainActivity.tokenInfo>();

// flag indicating whether we're dismissing the waiting room because the
// game is starting
boolean mWaitRoomDismissedFromCode = false;
Context activityContext;
MainActivity mA;
private AdHubView adView;
private boolean bCheckingTimes;
boolean bAnyRoomEvent = false;
private long oldCreationTime;
private Intent previousMatch;
private int iServerBadAttempts = -1;
public MainActivity()
      libGDXHandler = new Handler();

      mHelper = new GameHelper(this);
      mHelper.enableDebugLog(true, "Helper");
      //create a listener for getting raw data back from leaderboard
      theLeaderboardListener = new OnLeaderboardScoresLoadedListener() 

        @Override
        public void onLeaderboardScoresLoaded(int arg0, LeaderboardBuffer arg1,
                LeaderboardScoreBuffer arg2) 


        
    ;




@Override
public void onCreate(Bundle savedInstanceState) 
    super.onCreate(savedInstanceState);
    SearchLayout layout = new SearchLayout(this); 
    SearchLayout.setSearchActivity(this);
    // starts libGDX render thread
    requestWindowFeature(Window.FEATURE_NO_TITLE);
    getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
    getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, 
            WindowManager.LayoutParams.FLAG_FULLSCREEN);
    getWindow().clearFlags(WindowManager.LayoutParams.FLAG_FORCE_NOT_FULLSCREEN);

    gameView = initializeForView(new LDGame(this, this), true);

    adView = new AdHubView(this, "2011000001_001", AdSize.BANNER);

    RelativeLayout.LayoutParams adParams = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT, 
                RelativeLayout.LayoutParams.WRAP_CONTENT);
    adParams.addRule(RelativeLayout.ALIGN_PARENT_TOP);
    adParams.addRule(RelativeLayout.CENTER_HORIZONTAL);

    layout.addView(gameView);
    layout.addView(adView, adParams);
    setContentView(layout);
    //mHelper.setup(this);
    mHelper.setup(this, GameHelper.CLIENT_GAMES | GameHelper.CLIENT_APPSTATE | GameHelper.CLIENT_PLUS, null);
    mHelper.getPlusClient().registerConnectionCallbacks(this);
    activityContext = this;
    mA = this;


这是为了让我能够与 Game Servives 和 Google Cloud 的东西交互...

对于我的屏幕(从 LDGame 类中可以看到)我只是这样做

game.getPlatformInterface().anycallinYourInterface();

将我的电话发送到房子的 libgdx 一侧..(不要忘记处理程序)

无论屏幕处于活动状态,都会将一个新接口调用到 libGDX 端,如下所示:

//this will set the ConfirmInterface in the Android Activity
//and allow for future calls to call any implemented methods
//that are set inside the ConfirmInterface
private void setCallbackHandler()
    game.getRequestHandler().confirm(new ConfirmInterface() 

    @Override
    public void yes() 
        Gdx.app.log("LDGame", "Clicked Yes");
        dLog("have a direct invite, so waiting for it to process");
        startNextScreen();
    


    public void no() 
        Gdx.app.log("LDGame", "Clicked No");

    

    @Override
    public void loginFailed(final boolean failedForPreviousNumberOfAttemtps, final long timeElapsed) 
        Gdx.app.postRunnable(new Runnable() 

            @Override
            public void run() 
                setGoogleButtonImage(false);

                if(failedForPreviousNumberOfAttemtps)

                    showFailedLoginForBadAttempts(timeElapsed);

                

            
        );

    




    @Override
    public void loginSucceeded() 
        //this means the login for both services is good, and the data returned meets
        //whatever sign in criteria  is set
        Gdx.app.postRunnable(new Runnable() 

            @Override
            public void run() 
                setGoogleButtonImage(true);
                game.getPlatformInterface().loadInvitations();
            
        );

    


    @Override
    public void firstLogin() 

        Gdx.app.postRunnable(new Runnable() 

            @Override
            public void run() 
                showFirstLogin();

            
        );

    


    @Override
    public void googleSucceeded() 
        //this means that google just returned a valid hit
        game.getPlatformInterface().checkIfServerTimesAreValid();
        showSignOutBar();
    


    @Override
    public void needToCheckTimesOnServer() 
        //this means that there are three times or more on the server for incomplete games
        //the only way to clear this is to try and do a quick check against a room login
        Timer.schedule(new Timer.Task() 

            @Override
            public void run() 
                game.getPlatformInterface().checkIfServerTimesAreValid();
            
        , 1f);

    


    @Override
    public void onInvitationReceived() 
        game.getPlatformInterface().loadInvitations();
        Assets.soundArrive.play();

    


    @Override
    public void haveInvitations(int count) 
        // TODO Auto-generated method stub

    
);

所以在我的 Android 中我可以这样做:

@Override
public void onSignInFailed() 
    mConfirmInterface.loginFailed(false, 0);

    


【讨论】:

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