AdMob Integration Guide
For the Lua version of cocos2d-x v3.x - (all other versions)
SDK Version
- ios: 7.52.0
- android: com.google.android.gms:play-services-ads:19.5.0
Integration
First, you must sign up for AdMob.
Second, Open a terminal and use the following command to install the SDKBOX AdMob plugin.
$ sdkbox import admob
Third, please read the iOS FAQ and Android FAQ
FAQ
- webthread JSC::executableAllocator::allocate , Javascript crash
c++
#To solve this you can set the following environment variable to disable the buggy JIT in iOS 11:
setenv("JSC_useJIT", "false", 0);
// https://forums.developer.apple.com/thread/90411
Notice
For reward video on Android, you need to check your project sdk configuation:
- target sdk: set target sdk 24+ in project.properties. e.g.
target=android-24
- min sdk: set minSdkVersion 14+ in AndroidManifest.xml, e.g.
<uses-sdk android:minSdkVersion="14" />
Important Notice
Please make sure the following settings in your project to make the plugin work well.
Disable App Transport Security
Adding the following entry to the info.plist
file:
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
It should look like this:
Disable Bitcode support
You have to turn off Bitcode support. If you don't, cocos2d-x will fail to build.
Set your game requires full screen
If your game doesn't support all screen orientations, you will need to check Requires full screen
in Xcode. If you do not, your app will fail Apple's submission process.
Whitelist canOpenURL function
This setting depends on what plugins are in your project. You may need to add the required entry to the info.plist
, under LSApplicationQueriesSchemes
.
JSON Configuration
SDKBOX Installer will automatically inject a sample configuration to your sdkbox_config.json
, that you have to modify it before you can use it for your own app
type:
- "banner"
- "interstitial"
- "rewarded_video"
- "rewarded_interstitial"
- "appopen"
alignment:
- "top"
- "bottom"
- "left"
- "right"
- "center"
- "top_left"
- "top_right"
- "bottom_left"
- "bottom_right"
width x height:
- 320x50
- 468x60
- 320x100
- 728x90
- 300x250
- 160x600
- 0x0 # 0x0 means auto size, smart banner.
Smart banner
"width":0,
"height":0
Adaptive banner
"width":-1,
"height":-1
Apps targeted for Children
Apps that target for children can specify "is_designed_for_families": true
Auto cache
The plugin will auto cache the first Ad of one Ad type. It also will cache the interstitial/Reward Ad after it close.
Test ID (Google)
type | id |
---|---|
Banner | ca-app-pub-3940256099942544/6300978111 |
Interstitial | ca-app-pub-3940256099942544/1033173712 |
Interstitial Video | ca-app-pub-3940256099942544/8691691433 |
Rewarded Video | ca-app-pub-3940256099942544/5224354917 |
AppOpen | ca-app-pub-3940256099942544/1033173712 |
type | id |
---|---|
Banner | ca-app-pub-3940256099942544/2934735716 |
Interstitial | ca-app-pub-3940256099942544/4411468910 |
Interstitial Video | ca-app-pub-3940256099942544/5135589807 |
Rewarded Video | ca-app-pub-3940256099942544/1712485313 |
AppOpen | ca-app-pub-3940256099942544/5662855259 |
Example:
{
"ios": {
"AdMob":{
"ads":{
"banner":{
"id":"ca-app-pub-3940256099942544/2934735716",
"type":"banner",
"alignment":"bottom",
"width":300,
"height":50,
"is_designed_for_families": false
},
"interstitial":{
"id":"ca-app-pub-3940256099942544/4411468910",
"type":"interstitial",
"is_designed_for_families": true
},
"appopen":{
"type": "appopen",
"id": "ca-app-pub-3940256099942544/5662855259"
}
}
}
},
"android": {
"AdMob":{
"ads":{
"banner":{
"id":"ca-app-pub-3940256099942544/6300978111",
"type":"banner",
"alignment":"bottom",
"width":300,
"height":100,
"is_designed_for_families": false
},
"interstitial":{
"id":"ca-app-pub-3940256099942544/1033173712",
"type":"interstitial",
"is_designed_for_families": true
},
"appopen":{
"id":"ca-app-pub-3940256099942544/1033173712",
"type":"appopen"
}
}
}
}
}
Usage
Initialize AdMob
- modify your Lua code to
init()
the plugin. This can be done anyplace, however it must be done before trying to use the plugin's features.
sdkbox.PluginAdMob:init()
cache ad
sdkbox.PluginAdMob:cache("home")
sdkbox.PluginAdMob:cache("gameover")
show ad
sdkbox.PluginAdMob:show("home")
sdkbox.PluginAdMob:show("gameover")
hide ad
You can not hide an interstitial ad
sdkbox.PluginAdMob:hide("home")
check ad available
sdkbox.PluginAdMob:isAvailable("home")
sdkbox.PluginAdMob:isAvailable("gameover")
Implement AdMobListner
- You can implement AdMobListener if you want to receive callbacks like video finish playing.
sdkbox.PluginAdMob.setListener(function(args)
local event = args.event
if "adViewDidReceiveAd" == event then
elif "adViewDidFailToReceiveAdWithError" == event then
elif "adViewWillPresentScreen" == event then
elif "adViewDidDismissScreen" == event then
elif "adViewWillDismissScreen" == event then
elif "adViewWillLeaveApplication" == event then
elif "reward" == event then
end
end)
SDKBoxAds
You can use SDKBoxAds
api to display AdMob ads. Also need to update your sdkbox_config.json
:
{
"android": {
"SdkboxAds": {
"units": [
"AdMob" // Add Ad mediations, ["AdColony", "AdMob", "Chartboost", "Appnext", "UnityAds"]
],
"placements": [
{
"id": "placement-admob", // ad group name
"strategy": "round-robin", // ["round-robin", "weight"]
"units": [
{
"unit": "AdMob", // Mediation name
"name": "gameover" // Ad name, comes from "AdMob" ads section
}
]
}
]
}
},
"ios": {
"SdkboxAds": {
"debug": true,
"units": [
"AdMob"
],
"placements": [
{
"id": "ads1",
"strategy": "round-robin",
"units": [
{
"unit": "AdMob",
"name": "gameover"
}
]
}
]
}
}
}
SDKBoxAds Core API
check ads available
sdkbox.PluginSdkboxAds:isAvailable(placementName)
# sdkbox.PluginSdkboxAds:isAvailable("ads1")
show the ads
sdkbox.PluginSdkboxAds:placement(placementName)
# sdkbox.PluginSdkboxAds:placement("ads1");
API Reference
Methods
sdkbox.PluginAdMob:init()
initialize the plugin instance.
sdkbox.PluginAdMob:setListener(listener)
Set listener to listen for admob events
sdkbox.PluginAdMob:getVersion()
Use this to get the version of the SDK. @return The version of the SDK.
sdkbox.PluginAdMob:setTestDevices(devices)
Set test devices
sdkbox.PluginAdMob:cache(name)
Cache ad with @name
sdkbox.PluginAdMob:show(name)
show ad with @name
sdkbox.PluginAdMob:hide(name)
hide ad with @name
interstitial does not support hide
sdkbox.PluginAdMob:isAvailable(name)
check whether ad available with @name
sdkbox.PluginAdMob:getCurrBannerWidth(name)
get width of current banner
@return: -1 means current banner is not available
sdkbox.PluginAdMob:getCurrBannerHeight(name)
get height of current banner
@return: -1 means current banner is not available
sdkbox.PluginAdMob:getCurrBannerWidthInPixel(name)
get width of current banner in pixel
@return -1 means current banner is not available
sdkbox.PluginAdMob:getCurrBannerHeightInPixel(name)
get height of current banner in pixel
@return: -1 means current banner is not available
sdkbox.PluginAdMob:setGDPR(enabled)
set GDPR. true: non-personalized ads, false: personalized ads.
Listeners
adViewDidReceiveAd(name)
adViewDidFailToReceiveAdWithError(name, msg)
adViewWillPresentScreen(name)
adViewDidDismissScreen(name)
adViewWillDismissScreen(name)
adViewWillLeaveApplication(name)
reward(name, currency, amount)
Manual Integration
If the SDKBOX Installer fails to complete successfully, it is possible to integrate SDKBOX manually. If the installer complete successfully, please do not complete anymore of this document. It is not necessary.
These steps are listed last in this document on purpose as they are seldom needed. If you find yourself using these steps, please, after completing, double back and re-read the steps above for other integration items.
Manual Integration For iOS
Drag and drop the following frameworks from the plugins/ios folder of the AdMob
bundle into your Xcode project, check Copy items if needed
when
adding frameworks:
sdkbox.framework
PluginAdMob.framework
GoogleMobileAds.framework
You also need to add the following system frameworks, if you don't already have them:
AdSupport.framework
AudioToolbox.framework
AVFoundation.framework
CoreGraphics.framework
CoreMedia.framework
CoreTelephony.framework
EventKit.framework
EventKitUI.framework
MessageUI.framework
StoreKit.framework
SystemConfiguration.framework
GameController.framework
MediaPlayer.framework
Copy all source and header files from plugin/luabindings/
to your projects Classes
folder.
Add these same files, that you just copied, to Xcode by either dragging and dropping them into Xcode or by using File -> Add files to....
Manual Integration For Android
SDKBOX supports three different kinds of Android projects command-line, eclipse and Android Studio.
proj.android
will be used as our<project_root>
for command-line and eclipse projectproj.android-studio
will be used as our<project_root>
for Android Studio project.
Copy Files
Copy the everything from plugin/android/libs
folder of this
bundle into your project's
-
If you're using cocos2d-x from source copy the jar files to:
Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/java/libs cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the jar files to:
Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/java/libs frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the jar files to:
Android command-line:
proj.android/libs
Copy jni libs
Copy and overwrite all the folders from plugin/android/jni
to your <project_root>/jni/
directory.
Edit AndroidManifest.xml
Include the following permissions above the application tag:
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:
LOCAL_WHOLE_STATIC_LIBRARIES += PluginAdMob
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox
Add a call to:
$(call import-add-path,$(LOCAL_PATH))
before any import-module statements.
Add additional import-module statements at the end:
$(call import-module, ./sdkbox)
$(call import-module, ./pluginadmob)
This means that your ordering should look similar to this:
$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginadmob)
Note: It is important to make sure these statements are above the existing
$(call import-module,./prebuilt-mk)
statement, if you are using the pre-built libraries.
Modify Application.mk
(Cocos2d-x v3.0 to v3.2 only)
Edit <project_root>/jni/Application.mk
to make sure APP_STL is defined
correctly. If Application.mk
contains APP_STL := c++_static
, it should be
changed to:
APP_STL := gnustl_static
Copy all source and header files from plugin/luabindings/
to your projects Classes
folder.
Add all .cpp
files, that you just copied, to Android.mk
in the LOCAL_SRC_FILES section. Example
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/HelloWorldScene.cpp \
../../Classes/NewSourceFile.cpp
Modify AppActivity.java
Plugin >= 2.4.0.3
- Find the AppActivity.java
find . -name "AppActivity.java"
- Replace
extends Cocos2dxActivity
withextends com.sdkbox.plugin.SDKBoxActivity
Example of the directory where the AppActivity.java file is located:
cpp
- proj.android/src/org/cocos2dx/cpp/AppActivity.java
- proj.android-studio/app/src/org/cocos2dx/cpp/AppActivity.java
- proj.android/app/src/org/cocos2dx/cpp/AppActivity.java ( from cocos2d-x 3.17)
lua
- frameworks/runtime-src/proj.android/src/org/cocos2dx/lua/AppActivity.java
- frameworks/runtime-src/proj.android-studio/app/src/org/cocos2dx/lua/AppActivity.java
- frameworks/runtime-src/proj.android/app/src/org/cocos2dx/lua/AppActivity.java (from cocos2d-x 3.17)
js
- frameworks/runtime-src/proj.android/src/org/cocos2dx/javascript/AppActivity.java
- frameworks/runtime-src/proj.android/app/src/org/cocos2dx/javascript/AppActivity.java ( from cocos2d-x 3.17)
Plugin < 2.4.0.3
-
If you're using cocos2d-x from source, assuming you are in the proj.android directory, Cocos2dxActivity.java is located:
../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/ lib/Cocos2dxActivity.java
-
If you're using the prebuilt cocos2d-x libraries assuming you are in the
proj.android
directory, Cocos2dxActivity.java is located:./src/org/cocos2dx/lib/Cocos2dxActivity.java
Note: When using Cocos2d-x from source, different versions have Cocos2dxActivity.java in a different location. One way to find the location is to look in proj.android/project.properties. Example:
android.library.reference.1=../../cocos2d-x/cocos/platform/android/java
In this case, Cocos2dxActivity.java should be located at:
../../cocos2d-x/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java
- Modify Cocos2dxActivity.java to add the following imports:
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
- Second, modify Cocos2dxActivity.java to edit the
onCreate(final Bundle savedInstanceState)
function to add a call toSDKBox.init(this);
. The placement of this call is important. It must be done after the call toonLoadNativeLibraries();
. Example:
onLoadNativeLibraries();
SDKBox.init(this);
-
Last, we need to insert the proper overrides code. There are a few rules here.
-
If the method listed has not been defined, add it.
-
If the method listed has been defined, add the calls to
SDKBox
in the same existing function.
-
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
if(!SDKBox.onActivityResult(requestCode, resultCode, data)) {
super.onActivityResult(requestCode, resultCode, data);
}
}
@Override
protected void onStart() {
super.onStart();
SDKBox.onStart();
}
@Override
protected void onStop() {
super.onStop();
SDKBox.onStop();
}
@Override
protected void onResume() {
super.onResume();
SDKBox.onResume();
}
@Override
protected void onPause() {
super.onPause();
SDKBox.onPause();
}
@Override
public void onBackPressed() {
if(!SDKBox.onBackPressed()) {
super.onBackPressed();
}
}
Manual Integration for Google Play Services SDK (dependent library only)
Suggestion
Please try the SDKBOX installer first. It will do all the following step for you automatically.
$ sdkbox import googleplayservices
Modify project.properties
An Android Library Reference for Google Play Services is required. The path will be different depending upon your setup. Also, this is an additional download that does not come as part of a standard install. To install use the sdk installer and choose extras->google play services. Here is an example of what this line could look like:
android.library.reference.1=
../android/sdk.latest/extras/google/google_play_services/libproject/
google-play-services_lib
Note: if you already have an android.library.reference.1
you can add
another by incrementing the number as android.library.reference.2
, etc.
Integration manually
We make a lite version of Google Play Services, the project repo is https://github.com/darkdukey/Google-Play-Service-Lite
Copy Files
Copy the gps
folder from plugin
folder of this bundle into your project's
-
If you're using cocos2d-x from source copy the
gps
folder to:Android command-line:
cocos2d/cocos/platform/android/java/libs
Android Studio:
cocos2d/cocos/platform/android/libcocos2dx/libs
-
If you're using cocos2d-js or lua copy the
gps
folder to:Android command-line:
frameworks/cocos2d-x/cocos/platform/android/java/libs
Android Studio:
frameworks/cocos2d-x/cocos/platform/android/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the
gps
folder to:Android command-line:
<project_root>/libs
Modify files for Eclipse
- Modify project.properties
# For source project
android.library.reference.2=../cocos2d/cocos/platform/android/java/libs/gps/
# Or
# For framework project
android.library.reference.1=libs/gps/
Modify files for Android Studio
1. Modify cocos2d/cocos/platform/android/libcocos2dx/build.gradle
dependencies {
+ compile project(':gps')
compile fileTree(dir: '../java/libs', include: ['*.jar'])
}
2. Modify proj.android-studio/app/project.properties
# Project target.
target=android-14
+android.library.reference.1=../cocos2d/cocos/platform/android/java/libs/gps/
3. Modify proj.android-studio/settings.gradle
project(':libcocos2dx').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/libcocos2dx')
include ':your_project_name'
project(':your_project_name').projectDir = new File(settingsDir, 'app')
+
+include ':gps'
+project(':gps').projectDir = new File(settingsDir, '../cocos2d/cocos/platform/android/java/libs/gps')
Proguard (optional)
- Edit
project.properties
to specify aProguard
configuration file. Example:
proguard.config=proguard.cfg
- Edit the file you specified to include the following:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**
# google play service
-keep public class com.google.android.gms.** { public *; }
-dontwarn com.google.android.gms.**
-keep class com.google.protobuf.** { *; }
-dontwarn com.google.protobuf.**
-keep class * extends java.util.ListResourceBundle {
protected Object[][] getContents();
}
-keep public class com.google.android.gms.common.internal.safeparcel.SafeParcelable {
public static final *** NULL;
}
-keepnames @com.google.android.gms.common.annotation.KeepName class *
-keepclassmembernames class * {
@com.google.android.gms.common.annotation.KeepName *;
}
-keepnames class * implements android.os.Parcelable {
public static final ** CREATOR;
}
#sdkbox
-keep public class com.sdkbox.** { *; }
-dontwarn com.sdkbox.**
Note: Proguard only works with Release builds (i.e cocos run -m release
) debug builds do not invoke Proguard rules.