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Bee7 Integration Guide

For the Javascript version of cocos2d-x v3.x - (all other versions)

Intro

1.Before you start integrating the SDKBOX Bee7 plugin, you need to register with Bee7:

a) Create an account on Bee7's dashboard

b) Register your apps in Bee7 using the dashboard account

2.The API key and Scheme name values that you will bee needing in the code can be found in the dashboard, under your app's details.

3.Once the integration of the SDKBOX Bee7 plugin is complete, contact Bee7 Support to activate your app for production.

Prerequisites

SDK Version

Integration

Open a terminal and use the following command to install the SDKBOX Bee7 plugin. Make sure you setup the SDKBOX installer correctly.

$ sdkbox import bee7

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 create a sample configuration sdkbox_config.json for you

Here is an example of the Bee7 configuration you can enable/disable debug mode for Bee7 here

"Bee7":
{
    "debug":true,
    "key":"FE74A9C4-1288-4F6F-8D6E-C365699F2C72"
}

Usage

Extra steps

The following step assumes you already registered at Bee7, created a new APP, and activated TEST state.

Setup iOS

Setup Android

Register Javascript Functions

You need to register all the Bee7 JS functions with cocos2d-x before using them.

To do this: * Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp to include the following headers:

#include "PluginBee7JS.hpp"
#include "PluginBee7JSHelper.h"
sc->addRegisterCallback(register_all_PluginBee7JS);
sc->addRegisterCallback(register_all_PluginBee7JS_helper);

Initialize Bee7

Initialize the plugin by calling init() where appropriate in your code. We recommend to do this in the app.js. Example:

sdkbox.PluginBee7.init();

Using Bee7

Show Game Wall

sdkbox.PluginBee7.showGameWall();

Bee7 events

This allows you to catch Bee7 events so that you can perform operations after Bee7 events have occurred.

sdkbox.PluginBee7.setListener({
    onAvailableChange: function(available) {},
    onVisibleChange: function(available) {},
    onGameWallWillClose: function() {},
    onGiveReward: function(bee7Points, virtualCurrencyAmount, appId, cappedReward,
                           campaignId, videoReward) {}
});

API Reference

Methods

sdkbox.PluginBee7.init();

initialize the plugin instance.

sdkbox.PluginBee7.showGameWall();

Listeners

onAvailableChange(available);
onVisibleChange(available);
onGameWallWillClose();
onGiveReward(bee7Points,
              virtualCurrencyAmount,
              appId,
              cappedReward,
              campaignId,
              videoReward);

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 theBee7 bundle into your Xcode project, check Copy items if needed when adding frameworks:

sdkbox.framework

PluginBee7.framework

Bee7GWResources.bundle

The above frameworks depend upon a large number of other frameworks. You also need to add the following system frameworks, if you don't already have them:

MessageUI.framework

CoreMedia.framework

SystemConfiguration.framework

StoreKit.framework

AdSupport.framework

libsqlite3.dylib

CoreText.framework

GameController.framework

MediaPlayer.framework

Add separate linker flags to: Target -> Build Settings -> Linking -> Other Linker Flags:

-ObjC

Copy all source and header files from plugin/jsbindings/ to your projects Classes folder.

NOTE: plugin/jsbindings/jsb2 for creator 1.7.

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.

Copy Files

Copy the following jar files from plugin/android/libs folder of this bundle into your project's /libs folder.

PluginBee7.jar

sdkbox.jar

Copy jni libs

Copy and overwrite all the folders from plugin/android/jni to your <project_root>/jni/ directory.

Copy the bee7-android-sdk-gamewall directories from plugin/android/libs to your <project_root>/libs/ 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" />

Make sure that you have one of the two settings below, for proper function of the game wall's video component:

There are also a few necessary meta-data tags that also need to be added:

<activity>
  <intent-filter>
      <action android:name="android.intent.action.VIEW"/>
      <category android:name="android.intent.category.DEFAULT"/>
      <category android:name="android.intent.category.BROWSABLE"/>
      <data android:scheme="your_bee7_scheme" android:host="publisher"/>
  </intent-filter>
</activity>

<service
  android:name="com.bee7.sdk.service.RewardingService"
  android:process=":rewardingservice"
  android:enabled="true">
</service>

<receiver android:name="com.bee7.sdk.publisher.RewardReceiver" android:enabled="true" android:exported="true">
    <intent-filter>
        <action android:name="com.bee7.action.REWARD" />
    </intent-filter>
</receiver>

<receiver
  android:name="com.bee7.sdk.service.RewardingServiceReceiver"
  android:enabled="true"
  android:exported="true">
    <intent-filter>
        <action android:name="android.intent.action.USER_PRESENT" />
    </intent-filter>
</receiver>

Edit Android.mk

Edit <project_root>/jni/Android.mk to:

Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginBee7
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, ./pluginbee7)

This means that your ordering should look similar to this:

$(call import-add-path,$(LOCAL_PATH))
$(call import-module, ./sdkbox)
$(call import-module, ./pluginbee7)

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

Add APP_PATFORM version requirements:

APP_PLATFORM := android-21

Edit project.property

android.library.reference.1=./libs/bee7-android-sdk-gamewall

Copy all source and header files from plugin/jsbindings/ to your projects Classes folder.

NOTE: plugin/jsbindings/jsb2 for creator 1.7.

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

  1. Find the AppActivity.java
find . -name "AppActivity.java"
  1. Replace extends Cocos2dxActivity with extends 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

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
import android.content.Intent;
import com.sdkbox.plugin.SDKBox;
onLoadNativeLibraries();
SDKBox.init(this);
    @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 /libs folder.

Modify files for Eclipse

  1. 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)

proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# bee7
-keep public class com.bee7.** { *; }
-dontwarn com.bee7.**

# 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 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.