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Leaderboard Integration Guide

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

Prerequisites

Currently, Leaderboard is only available for Android and only supports Playphone as a backend. Playphone is the leading games-only platform in emerging markets. Learn more about Playphone at: http://playphone.com.

Integration

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

$ sdkbox import leaderboard
$ sdkbox import playphone
$ sdkbox import iap

Usage

Register Javascript Functions

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

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

#include "PluginLeaderboardJS.hpp"
#include "PluginLeaderboardJSHelper.h"
sc->addRegisterCallback(register_all_PluginLeaderboardJS);
sc->addRegisterCallback(register_all_PluginLeaderboardJS_helper);

Initialize Leaderboard

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

sdkbox.PluginLeaderboard.init();
sdkbox.IAP.init();

Using Leaderboard

Submit score

sdkbox.PluginLeaderboard.submitScore(leaderboardId, score);

Get current score

sdkbox.PluginLeaderboard.getLeaderboard(leaderboardId);

Leaderboard events

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

sdkbox.PluginLeaderboard.setListener({
    onComplete: function(leaderboard) {},
    onFail: function() {}
});

API Reference

Methods

sdkbox.PluginLeaderboard.init();

Initialize SDKBox Leaderboard

sdkbox.PluginLeaderboard.setListener(listener);

Set listener for Leaderboard

sdkbox.PluginLeaderboard.getListener();

Get listener of Leaderboard

sdkbox.PluginLeaderboard.removeListener();

Remove listener for Leaderboard

sdkbox.PluginLeaderboard.submitScore(leaderboardId, score);
sdkbox.PluginLeaderboard.getLeaderboard(leaderboardId);

Listeners

onComplete(leaderboard);
onFail();

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

sdkbox.framework

PluginLeaderboard.framework

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:

None

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.

PluginLeaderboard.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

To enable hardware acceleration in your application tag. This tag is optional on newer SDK versions and doesn't work on version 2.3.3.

<android:hardwareAccelerated="true" />

Edit Android.mk

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

Add additional requirements to LOCAL_WHOLE_STATIC_LIBRARIES:

LOCAL_WHOLE_STATIC_LIBRARIES += PluginLeaderboard
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, ./pluginleaderboard)

This means that your ordering should look similar to this:

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

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/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();
          }
    }

Proguard (optional)

proguard.config=proguard.cfg
# 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.