Skip to content

Navigation Menu

Sign in
Appearance settings

Search code, repositories, users, issues, pull requests...

Provide feedback

We read every piece of feedback, and take your input very seriously.

Saved searches

Use saved searches to filter your results more quickly

Appearance settings
This repository was archived by the owner on Jan 4, 2025. It is now read-only.

rootVIII/skulls

Open more actions menu

Folders and files

NameName
Last commit message
Last commit date

Latest commit

Β 

History

57 Commits
57 Commits
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 
Β 

Repository files navigation

Skulls! A simple Columns-like strategy game developed in Golang with the Ebiten library (for Android)

Google Play Store

ex1


ex2


  • The game was developed as a POC to experience creating a simple game with Go/deploying it to Android
  • The Ebiten library for Golang was used to create the game
  • go-inovation was used as a guide for the ebitenmobile .aar binding
  • All development/debugging was done with the gomobile tool and adb
  • Android Studio should be downloaded/installed; the AVD emulators are free and convenient
  • I use the AVD emulators that are installable with Android Studio and stored in
    $ANDROID_HOME/emulator/emulator
  • It may be helpful to store an alias in your profile to open an emulator via a simple command:
    alias pixel4='$ANDROID_HOME/emulator/emulator -avd "Pixel_4_API_30"'
  • Font used for text: RADIOLAND.TTF
  • All assets/ (images, audio, and font) were converted to []byte using file2byteslice
  • The project is intended to be built with gomobile for development and testing, or with ebitenmobile for production releases using Android Studio
Build .apk for development and testing using gomobile:
  
// 1. Navigate to skulls/ and generate a .apk with gomobile:
gomobile build -target=android github.com/rootVIII/skulls/skullsgomobile



// 2. Install the newly created .apk into an already running Android Emulator:
adb -s <emulator-name> install skullsgomobile.apk

// Note: to list available emulators (including phone connected for debugging):
adb devices -l



// 3. View debug/logging output from the game:
adb logcat
  

Build .aar for Android Studio binding and production release using ebitenmobile:
  
// 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. Create a new Android Studio project (choose Empty Activity) 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')
// Example:

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 follow screen prompts to sync the build.gradle change to the project



// 4. Place the following in app/src/main/java/com.<your username>.skullsmobile/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/com.<your-username>skullsmobile/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 be usable in Android Studio (sign the project with developer keys, UI adjustments in AndroidManifest.xml etc.)
  

This was developed on macOS Big Sur.


Author: rootVIII 2021

About

πŸ’€ πŸ’€ πŸ’€ s k u l l s πŸ’€ πŸ’€ πŸ’€

Topics

Resources

License

Stars

Watchers

Forks

Packages

 
 
 

Contributors

Languages

Morty Proxy This is a proxified and sanitized view of the page, visit original site.