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Project Configuration

最終更新日:2024-01-18 15:11:45
    This document describes how to configure a Cocos2d project for the GME APIs for Cocos2d.

    SDK Preparation

    1. Download the applicable demo and SDK. For more information, see SDK Download Guide.
    2. Decompress the obtained SDK resources.
    3. The folder contains:
    GMESDK: GME SDK framework file.
    GMECocosDemo: GME SDK demo project.
    Note:
    The SDK supports compilation on macOS.

    iOS Xcode Configuration

    1. Add the framework to the Xcode project and set the header file import location (the framework file in the GMESDK folder must be added to the project).
    2. Add dependent libraries as shown below:
    
    
    

    Android Configuration

    1. Add gmesdk.jar to the libs library.
    2. Import the so file into Activity as shown below:
    public class AppActivity extends Cocos2dxActivity {
    static final String TAG = "AppActivity";
    static OpensdkGameWrapper gameWrapper ;
    static {
    OpensdkGameWrapper.loadSdkLibrary();
    }
    }
    3. Initialize in the oncreate function exactly in the following sequence:
    protected void onCreate(Bundle savedInstanceState) {
    super.setEnableVirtualButton(false);
    super.onCreate(savedInstanceState);
    // Initialize exactly in the following sequence
    gameWrapper = new OpensdkGameWrapper(this);
    runOnGLThread(new Runnable() {
    @Override
    public void run() {
    gameWrapper.initOpensdk();
    }
    });
    }
    4. Configure your project for compilation options by referring to the Android.mk in the GME Demo for Cocos.
    Path: GMECocos/GMECocosDemo/proj.android-studio/app/jni/Android.mk
    Path to the preBuild.mk file: /Users/username/Downloads/GMECocos/GMESDK/android/bin/preBuild.mk

    Exporting to Different Platforms

    Project configuration is required before you can export executables from the Cocos2d engine for different platforms:

    Android

    Configuring required permissions

    Add the following permissions in the AndroidManifest.xml file of the project:
    <uses-permission android:name="android.permission.RECORD_AUDIO" />
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
    <uses-permission android:name="android.permission.INTERNET" />
    <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />
    To use the voice messaging and speech-to-text feature, add the following under the application node in the manifest file:
    <application android:usesCleartextTraffic="true" >

    Adding permissions as needed

    Add the following permissions in the AndroidManifest.xml file of the project as needed:
    Read/Write permission
    Bluetooth permission
    The read/write permission is not required. Determine whether to add it according to the following rules:
    If you use the default log path (/SDCARD/Android/Data/files), it means that you do not call SetLogPath, and do not need Write_External_Storage permission.
    If you call the setLogPath API to set the log path to an external storage device, and the storage path of the voice message recording is an external storage device, you need to apply for the Write_External_Storage permission to the user and get the user's approval.
    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
    Add the Bluetooth permission according to the following rules:
    If targetSDKVersion in the project is v30 or earlier:
    <uses-permission android:name="android.permission.BLUETOOTH"/>
    If targetSDKVersion in the project is v31 or later:
    <uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" />
    <uses-permission android:name="android.permission.BLUETOOTH_CONNECT" />

    iOS

    Add permissions:
    Microphone Usage Description: Allows access to microphone.
    Grant the Allow Arbitrary Loads permission as shown below:
    
    
    

    Windows

    You need to download the SDK for Windows as instructed in SDK Download Guide and import it into the project.
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