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LeadBolt Integration Guide

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

SDK Version

Integration

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

$ sdkbox import leadbolt

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 res/sdkbox_config.json, that you have to modify it before you can use it for your own app

Here is an example of the LeadBolt configuration, you need to replace <api_key>, <name> item with your specific leadbolt account information.

{
    "ios": {
        "LeadBolt": {
            "api_key": "8uc8Kd5b6LoyJZCAsFUCY2sWmSJkXZ6c",
            "ads": {
                "directdeal": {
                    "name": "inapp"
                },
                "rewardedvideo": {
                    "name": "video"
                }
            }
        }
    },
    "android": {
        "LeadBolt": {
            "api_key": "is2byYEVjbXiFjVjaYIt6sM4aEIqMWZ3",
            "ads": {
                "directdeal": {
                    "name": "inapp"
                },
                "rewardedvideo": {
                    "name": "video"
                }
            }
        }
    }
}

Usage

Initialize LeadBolt

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.PluginLeadBolt:init()

Cache Ad

NOTE: Leadbolt ads are cached before use for better user experience. Please allow time for ads to be cached. Once an ad is cached, you will be able to see the ad. While caching is in progress, ads are not available for display.

sdkbox.PluginLeadbolt:loadModuleToCache("directdeal");
sdkbox.PluginLeadbolt:loadModuleToCache("rewardedvideo");

Load/Display Ad

sdkbox.PluginLeadbolt:loadModule("directdeal");
sdkbox.PluginLeadbolt:loadModule("rewardedvideo");

Check if Ad is available

if plugin:isAdReady('directdeal') then
    plugin:loadModule('directdeal')
else
    print('leadbolt ad is not ready')
end

Catch LeadBolt events (optional)

This allows you to catch the LeadBolt ad events so that you can perform operations based upon responses. With rewarded video, the onMediaFinished event allows you to reward players for watching the video.

sdkbox.PluginLeadBolt:setListener(function(args)
    local event = args.event
    if "onModuleLoaded" == event then
    elif "onModuleClosed" == event then
    elif "onModuleClicked" == event then
    elif "onModuleCached" == event then
    elif "onModuleFailed" == event then
    elif "onMediaFinished" == event then
    end
end)

API Reference

Methods

sdkbox.PluginLeadBolt:init()

initialize the plugin instance.

sdkbox.PluginLeadBolt:setListener(listener)

Set listener to listen for leadbolt events

sdkbox.PluginLeadBolt:loadModuleToCache(placement, userData)

Cache Ad with name @placement (referenced from your json config file)

sdkbox.PluginLeadBolt:isAdReady(placement)

Check if Ad with name @placement (referenced from your json config file) is available for display

sdkbox.PluginLeadBolt:loadModule(placement, userData)

Load/Display Ad with name @placement (referenced from your json config file)

sdkbox.PluginLeadBolt:startSession(apiKey)

start session

sdkbox.PluginLeadBolt:closeSession()

close session

sdkbox.PluginLeadBolt:setSyncDataPeriodInSecond(periodInSecond)

sync data second, just valid on ios

sdkbox.PluginLeadBolt:sync()

sync data

sdkbox.PluginLeadBolt:event(name)

event

sdkbox.PluginLeadBolt:event(name, floatValue)

event with float value

sdkbox.PluginLeadBolt:transaction(name, floatValue, currencyCode, ref, instant)

Transaction Events

sdkbox.PluginLeadBolt:destroyModule()

destroy module

sdkbox.PluginLeadBolt:setCrashHandlerStatus(enable)

Crash Reporting

sdkbox.PluginLeadBolt:crashWithName(crashName, description)

Crash Reporting

sdkbox.PluginLeadBolt:fixAdOrientation(orientation)

force Ad Orientation

sdkbox.PluginLeadBolt:setAgeRange(range)

setAgeRange You can increase your App’s performance by optionally including the additional information above. This allows selected premium advertisers to display their Ads to your users. To pass this additional information, use the following methods BEFORE calling loadModuleToCache. accepted values "13-17", "18-25", "26-35", "36-45", "46+"

sdkbox.PluginLeadBolt:setGender(gender)

setGender You can increase your App’s performance by optionally including the additional information above. This allows selected premium advertisers to display their Ads to your users. To pass this additional information, use the following methods BEFORE calling loadModuleToCache. accepted valued "Male", "Female"

sdkbox.PluginLeadBolt:setFramework(f)

setFramework

Listeners

onModuleLoaded(placement)

Notifies the delegate that the module has finished loading

onModuleClosed(placement)

Notifies the delegate that the module has closed

onModuleClicked(placement)

Notifies the delegate that the module has clicked

onModuleCached(placement)

Notifies the delegate that the module has cached

onModuleFailed(placement, error, iscached)

Notifies the delegate that the module has fail

onMediaFinished(viewCompleted)

Notifies the delegate that the rewarded video has finished playing.

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

sdkbox.framework

PluginLeadBolt.framework

AdSupport.framework

AVFoundation.framework

CoreMedia.framework

CoreTelephony.framework

StoreKit.framework

SystemConfiguration.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.

Copy Files

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

AppTracker.jar

PluginLeadBolt.jar

sdkbox.jar

Copy jni libs

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

Edit AndroidManifest.xml

<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<activity
    android:configChanges="keyboard|keyboardHidden|orientation|screenSize"
    android:name="com.apptracker.android.module.AppModuleActivity"
    android:hardwareAccelerated="false">

Edit Android.mk

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

Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginLeadBolt
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, ./pluginleadbolt)

This means that your ordering should look similar to this:

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

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

  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

# leadbolt
-dontwarn android.support.v4.**
-keep public class com.google.android.gms.* { public *; }
-dontwarn com.google.android.gms.**

-keep class com.apptracker.** { *; }
-dontwarn com.apptracker.**
-keepclassmembers class **.R$* {
    public static <fields>;
}
-keep class **.R$*


# cocos2d-x
-keep public class org.cocos2dx.** { *; }
-dontwarn org.cocos2dx.**
-keep public class com.chukong.** { *; }
-dontwarn com.chukong.**

#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.