Java 如何在LibGdx中使用googleplay游戏服务

Java 如何在LibGdx中使用googleplay游戏服务,java,android,libgdx,google-play-games,Java,Android,Libgdx,Google Play Games,我想在我的LibGDX Android游戏中使用Google Play Game Services API的成就和排行榜。我所做的唯一一件事就是从游戏服务开发者网站上获取运行的示例。我已经尝试在我的项目中使用这段代码很多天了,但仍然一无所获。我也尝试过学习本教程,但我没有第7步所需的“主游戏类(从ApplicationListener扩展而来的类)”。我只有 公共类DogeJump扩展了游戏 公共类MainActivity扩展了AndroidApplication实现IActivityRequ

我想在我的LibGDX Android游戏中使用Google Play Game Services API的成就和排行榜。我所做的唯一一件事就是从游戏服务开发者网站上获取运行的示例。我已经尝试在我的项目中使用这段代码很多天了,但仍然一无所获。我也尝试过学习本教程,但我没有第7步所需的“主游戏类(从ApplicationListener扩展而来的类)”。我只有

  • 公共类DogeJump扩展了游戏
  • 公共类MainActivity扩展了AndroidApplication实现IActivityRequestHandler
  • 公共类BaseScreen实现屏幕
  • 公共类GameScreen扩展了负责游戏性的BaseScreen//
这是MainActivity.java中的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);
    }

在我看来,类应该实现
ApplicationListener
,因此您在学习教程时缺少的类应该是
DogeJump

对于我来说,我有一个名为LDGame的类,如下所示:

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;
}
}

这就是我处理设置接口的基础知识的地方。(和你的狗一样)

然后我的主要活动为安卓端做这件事

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;

}
将我的电话发送到房子的libgdx端…(不要忘记处理程序)

无论哪个屏幕处于活动状态,都会在libGDX端调用一个新接口,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

    }
});
}
因此,在我的安卓系统中,我可以做到:

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

    }

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

    }

}