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Google Play Games Services Integration Guide
For the Javascript version of cocos2d-x v3.x - (all other versions)
SDK Version
- ios: Play Games C++ SDK Version 2.1
- android: Google Play Games C++ SDK Version 3.0.1
Integration
Open a terminal and use the following command to install the SDKBOX Google Play Games Services plugin. Make sure you setup the SDKBOX installer correctly.
$ sdkbox import gpg
Warning: Account creation within iOS is no longer supported, please read this blog post for details
After Installation
Android
Update AndroidManifest.xml
Add this meta-data tag to your AndroidManifest.xml
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="@string/google_app_id" />
Update string.xml
Add this entry to proj.android/res/values/string.xml
<string name="google_app_id">777734739048</string>
Replace google_app_id
value with your own App Id.
iOS
Set a rootview controller for GPG:
Update proj.ios_mac/ios/RootViewController.h
Add this:
#import <GoogleSignIn/GoogleSignIn.h>
// Change RootViewController class definition to:
@interface RootViewController : UIViewController<GIDSignInUIDelegate>
Set Google Play signin listeners
Update proj.ios_mac/ios/AppController.mm
- Add this method:
- (BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary *)options {
return [[GIDSignIn sharedInstance] handleURL:url
sourceApplication:options[UIApplicationOpenURLOptionsSourceApplicationKey]
annotation:options[UIApplicationOpenURLOptionsAnnotationKey]];
}
- In this method:
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
add a call to (before return YES):
// _viewController could also be named
// viewController, depending of the project type.
[GIDSignIn sharedInstance].uiDelegate = _viewController;
Add URL types
Add the following URL types under your project > Info > URL Types
-
URL 1:
- Identifier:
com.google.ReverseClientId
- Url schemes:
com.googleusercontent.apps.777734739048-cdkbeieil19d6pfkavddrri5o19gk4ni
(use this as sample, or put your very own application's url scheme)
- Identifier:
-
URL 2:
- Identifier:
com.google.BundleId
- URL schemes:
com.sdkbox.gpg
(use this as sample or put your own application's bundle id)
- Identifier:
Further info
For more information check out the official documentation
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
.
Usage
Pre-requisites
Your must create your app on Google Play Developer console and all the services must be explicitly enabled and configured in the console.
- Please follow setup guide to setup Google Play Games Services for your game.
- After the setup, please follow config guide to enable different Games Services for your game.
Note: Google Play Games Services will use your release keystore by default, if you want to test your game in debug settings, please link an additional app with debug keystore
Register Javascript Functions
You need to register all the Google Play Games JS functions with cocos2d-x before using them.
To do this:
* Modify ./frameworks/runtime-src/Classes/AppDelegate.cpp
to include the following headers:
#include "PluginGPGJS.hpp"
#include "PluginGPGJSHelper.h"
- Modify
./frameworks/runtime-src/Classes/AppDelegate.cpp
make sure to call:
sc->addRegisterCallback(register_all_PluginGPGJS);
sc->addRegisterCallback(register_all_PluginGPGJS_helper);
Initialize Google Play Games
Google Play initialization is thorughout a gpg.Builder
object.
This is a valid copy-and-paste example for authenticating into the library:
new gpg.GameServices.Builder()
.SetOnAuthActionStarted( function( result ) {
// Auth started callback
})
.SetOnAuthActionFinished( function( result ) {
// Auth finished callback
})
.SetLogging( gpg.LogLevel.INFO ) // Set Logging level
.EnableSnapshots() // Enable Snapshot (Saved Game) functionailty
.Create( function( game_services ) {
// 8
} );
Let's dive into this process step by step.
Initialization Process breakdown
Create a gpg.PlatformConfiguration
object. The client id will be specific for your application, and only needed on iOS.
The next step is to create a GameServices object, it will provide the access to all Google Play Game Services.
Authorization Callback
There are two callback for GPG authentication AuthActionStarted
and AuthActionFinished
Auth started
//result.AuthOperation indicates if user wants sign in or sign out
.SetOnAuthActionStarted(
function( result ) {
cc.log('on auth action started: ' + result.AuthOperation);
})
Auth finished
.SetOnAuthActionFinished(
function( result ) {
cc.log('on auth action finished: ' + result.AuthOperation + ' ' + result.AuthStatus);
})
Set Logging Level
Set Logging level is an optional step, but worth mentioning since this is the only place where GPG logging capabilities can be controlled from.
Enable Saved Game
If your game expects to save games on the cloud, this is step would be mandatory and you have to specify it during initialization.
Step 8
Until this steps, all previous code is authentication set up.
This Create
call is the actual executable code to be authenticated, notified appropriately and again access to the GPG objects.
GPG interation will happen by means of a gpg.GameServices
object. This object will eventually been passed to the Create
method's callback if everything went ok.
Authorization
All Google Play Game services require user login. So after GPG has been initialized you should attempt to log user in with following API
game_services.StartAuthorizationUI();
Achievements
Achievements can be a great way to increase your users' engagement within your game. You can implement achievements in your game to encourage players to experiment with features they might not normally use, or to approach your game with entirely different play styles. Achievements can also be a fun way for players to compare their progress with each other and engage in light-hearted competition.
For example, you could unlock gpg.GameServices.Achievements.Unlock
, increment gpg.GameServices.Achievements.Increment
or reveal an achievement gpg.GameServices.Achievements.Reveal
.
For more information refer to: Achievements documentation
Leaderboards
Leaderboards can be a fun way to drive competition among your players, both for your most hardcore fans (who will be fighting for the top spot in a public leaderboard) and for your more casual players (who will be interested in comparing their progress to their friends').
For example, it gives access to metadata about a leaderboard gpg.GameServices.Leaderboards.Fetch
, pages with user's scores gpg.GameServices.Leaderboards.FetchScorePage
, etc.
For more information refer to: Leaderboards documentation
Saved Games
The Saved Games service gives you a convenient way to save your players' game progression to Google's servers. Your game can retrieve the saved game data to allow returning players to continue a game at their last save point from any device. The Saved Games service makes it possible to synchronize a player's game data across multiple devices.
For more intormation refer to: Saved Games documentation
Real-time multiplayer
Your game can use the real-time multiplayer API in Google Play games services to connect multiple players together in a single game session and transfer data messages between connected players. Using the real-time multiplayer API can help to simplify your game development effort because the API handles the following tasks on your behalf:
- Manages network connections to create and maintain a real-time multiplayer room (a virtual construct that enables network communication between multiple players in the same game session and lets players send data directly to one another).
- Provides a player selection user interface (UI) to invite players to join a room, look for random players for auto-matching, or a combination of both.
- Stores participant and room state information on the Google Play games services servers during the lifecycle of the real-time multiplayer game.
- Sends room invitations and updates to players. Notifications appear on all devices on which the player is logged in (unless disabled).
For more information refer to: Real-time Multiplayer documentation
Turn-based multiplayer
In a turn-based multiplayer game, a single shared state is passed between multiple players, and only one player has permission to modify the shared state at a time. Players take turns asynchronously according to an order of play determined by the game. Your game can use the turn-based multiplayer API provided by Google Play games services to manage the following tasks:
- Invite players to join a turn-based multiplayer match, look for random players to be automatically matched to your game, or a combination of both. Google Play games services allows you to host up to eight participants in a match.
- Store participant and match state information on Google's servers and share updated match data asynchronously with all participants over the lifecycle of the turn-based match.
- Send match invitation and turn notifications to players. Notifications appear on all devices on which the player is logged in (unless disabled).
For more information refer to: Turn-based Multiplayer documentation
Player Statistics
Gets and sets various player-related data.
For example, gives information about the current logged-in player gpg.GameServices.Players.FetchSelf
, or about any player identified by an id gpg.GameServices.Players.Fetch
.
Also, player stats can be obtained with interesting information such as a player's average session length, number of days since last played or the number of purchased he's done on the game. For more information please take a look at Player Stats documentation
Events and Quests
The Google Play Games events service allows you to collect cumulative data generated by your players during gameplay and store them in Google's servers for game analytics. You can flexibly define what player data your game should collect; this might include metrics such as how often:
- Players use a particular item
- Players reach a certain level
- Players perform some specific game action
You can use the events data as feedback on how to improve your game. For example, you can adjust the difficulty level of certain levels in your game that players are finding too hard to complete.
For example you could accept a Quest gpg.GameServices.Quests.Accept
or claim milestones on a given quest gpg.GameServices.Quests.AcceptMilestone
.
For more information refer to: Events and Quests documentation
Nearby Connections
Nearby Connections enables local multiplayer and screen casting for your game. For more information please take a look at Nearby documentation
API Reference
All the javascript code is already annotated and will populate intellisense from all the major Javascript IDEs like IntelliJ, Webstorm, Visual Studio Code, etc.
Online API Reference for Google Play Games
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
theGooglePlay
bundle into your Xcode project, check Copy items if needed
when adding frameworks:
sdkbox.framework
PluginGPG.framework
GoogleAppUtilities.framework
GoogleAuthUtilities.framework
GoogleNetworkingUtilities.framework
GoogleOpenSource.framework
GooglePlus.bundle
GooglePlus.framework
GoogleSignIn.bundle
GoogleSignIn.framework
GoogleSymbolUtilities.framework
GoogleUtilities.framework
gpg.bundle
gpg.framework
The above frameworks depend upon other frameworks. You also need to add the following system frameworks, if you don't already have them:
AddressBook.framework
AssetsLibrary.framework
CoreData.framework
CoreLocation.framework
CoreMotion.framework
CoreTelephony.framework
CoreText.framework
Foundation.framework
MediaPlayer.framework
QuartzCore.framework
SafariServices
Security.framework
StoreKit
Security.framework
SystemConfiguration.framework
libc++.dylib
libz.dylib
Add a linker flag, if your setup requires it, to: Target -> Build Settings -> Linking -> Other Linker Flags:
-ObjC
Code changes
Set a rootview controller for GPG:
Update proj.ios_mac/ios/RootViewController.h
Add this:
#import <GoogleSignIn/GoogleSignIn.h>
// Change RootViewController class definition to:
@interface RootViewController : UIViewController<GIDSignInUIDelegate>
Set Google Play signin listeners
Update proj.ios_mac/ios/AppController.mm
- Add this method:
- (BOOL)application:(UIApplication *)app openURL:(NSURL *)url options:(NSDictionary *)options {
return [[GIDSignIn sharedInstance] handleURL:url
sourceApplication:options[UIApplicationOpenURLOptionsSourceApplicationKey]
annotation:options[UIApplicationOpenURLOptionsAnnotationKey]];
}
- In this method:
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
add a call to (before return YES):
// _viewController could also be named
// viewController, depending of the project type.
[GIDSignIn sharedInstance].uiDelegate = _viewController;
Add URL types
Add the following URL types under your project > Info > URL Types
-
URL 1:
- Identifier:
com.google.ReverseClientId
- Url schemes:
com.googleusercontent.apps.777734739048-cdkbeieil19d6pfkavddrri5o19gk4ni
(use this as sample, or put your very own application's url scheme)
- Identifier:
-
URL 2:
- Identifier:
com.google.BundleId
- URL schemes:
com.sdkbox.gpg
(use this as sample or put your own application's bundle id)
- Identifier:
Further info
For more information check out the official documentation
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 following jar files from plugin/android/libs
folder of this
bundle into your project's
Plugingpg.jar
sdkbox.jar
-
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/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/libcocos2dx/libs
-
If you're using prebuilt cocos2d-x copy the jar files to:
Android command-line:
<project_root>/libs
Copy jni libs
Copy and overwrite all the folders from plugin/android/jni
to your <project_root>/jni/
directory.
Edit AndroidManifest.xml
Add following meta-data tags:
<meta-data android:name="com.google.android.gms.version"
android:value="@integer/google_play_services_version" />
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="@string/google_app_id" />
Make sure to add an entry to the file res/values/string.xml
of the form: <string name="google_app_id">777734739048</string>
Change that value for your own generated play games App Id.
Edit Android.mk
Edit <project_root>/jni/Android.mk
to:
Install in a folder named gpg
inside your proj.android\jni
directory
Add this to your android.mk
file
Add include path
LOCAL_C_INCLUDES += ./gpg/include/
Add static libraries
Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:
LOCAL_WHOLE_STATIC_LIBRARIES += gpg-1
LOCAL_WHOLE_STATIC_LIBRARIES += PluginGPG
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, ./gpg)
$(call import-module, ./sdkbox)
$(call import-module, ./plugingpg)
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
Modify Cocos2dxActivity.java
-
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=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
- Edit the file you specified to include the following:
# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**
# google play service
-keep class com.google.android.gms.** { *; }
-dontwarn com.google.android.gms.**
-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.