I'm actually building an IOS app with a Tab Navigation.
These Tabs mainly contains lists and tables (like a business app), except one which host a SpriteKit view controller with a "mini 2D game" (Single Scene, One background image and multiple small animated images who respond to gesture).
In the future I want to be able to port my app to Android with a native solution :
Rewriting the business part of the app in Kotlin, is Ok
Creating UI views with lists and tables, is Ok
Creating a 2D scene and displaying a 2D scene in a controller, fail ...
Does Android have an engine like that ?
Does somebody have an idea or one alternative to the SpriteKit/SceneKit view controller in Android ?
[EDIT]
My idea is not to convert the SpriteKit scene to display it in android, but to find a way to build the same app from scratch in android.
What would be the best way to go if I had to create a simple 2D scene (with simple animations and gesture control) and to display it in the rest of my android "business app" ?
Thanks,
Related
I want to build background animation like in IOS default weather app. As i know, in ios used CAEmitterLayer for this purposes. Does android have a similar library for Jetpack Compose?
I don't think placing video in the background is a good idea.
IOS Weather app example:
I'm learning Xamarin (Forms) at the moment and I want to create a special component for my app so I'm looking for some guidance to get me started.
I'm imagining a component which has a main button in the middle, with text that could be "Birds" followed by the number of birds spotted this week.
Then, for each species spotted this week, there would be a line leading to the species name and the aggregated number of how many of that species have been spotted (so x number of lines). Basically a kind of a grouping diagram which acts like buttons.
I drew it up in mspaint, just without numbers.
I imagine my first step working with Xamarin Forms is to create the component in both Android Studio and Xcode, then package it as an component.
Can my idea be done in both Android and iOS? If so, would you please provide some tutorials on creating something like it, because I haven't come across something that I can use to get started yet.
UPDATE: SkiaSharp looks like the way I should be going.. https://developer.xamarin.com/guides/cross-platform/drawing/introduction/
Xamarin allows you to build mobile apps completely in C# so you don't need native development tools (like Android Studio and Xcode) all development can be done completely in Visual Studio (Mac or PC).
You can totally make what you're describing with Xamarin Forms! In order for you to do it, you must make a Custom Render. See this guide on Xamarin's website for making a custom renderer.
Im working on building my own game for AirConsole. I am using Unity, have imported all relevant assets and have begun my project.
So basically what I want is two different sprites to show up on the users controller depending on if they have not touched the screen, or have swiped up on the screen and are holding. So far all my research has showed very basic controllers with just buttons. Is this even possible?
Yes that's absolutely possible.
The controllers are written in HTML. Javascript and CSS are supported. So anything you can do in a mobile browser can be done in an AirConsole controller.
I am looking into using Game Engine for one of my apps. I have been android developer for a while but never used a game engine. I know the most famous engines out there are AndEngine, Libgdx and Unity
Which engine would allow me to use the native android code along with the engine? for example, I want to create one screen using Xmls and Native android ( main menu) and when the "start game " button is clicked, I want to open another screen/activity which runs the game using game engine.
Is this possible in any of them?
A lot of game engines limit you to using their "cluster" and I don't want to be limited as I was to use some hardware features and use native Android code. Thus my concern
libGDX allows you to use Android specific code by interfacing.
See this link: https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code
F.e. you can open an Android Dialog which will look like depending on which Android API is installed on the target device.
It is possible in andEngine to start andEngien activity from basic android activity and the other way: to start normal android activity from andEngine game. You can find examples on StackOverflow. Try to search for "Trouble launching Andengine Activity from OnClickListener" (Sorry, cant paste links right now). Also, isn't it easier to just make butons in andEngine too? there is even class for that....
I trying to write a new game using Libgdx.
Before I jump into creating the main screen (menu) , I wold like to ask a quick question from the experienced developers
What are the pros and cons in writing a menu splash screen in android native code(using activity etc.) vs writing a AbstractScreen using Libgdx scene2d?
I'd generally suggest you to use the Screens completely instead of having a separate activity just for the loading purposes.
Afaik there already is a SplashScreen class you can extend and use. But even besides that, it's fairly easy to create a class for your LoadScreen that implements the Screen interface.
In this class you can have an AssetManager to asynchronously load your assets while displaying e.g. a load bar or just a splash image or animation. Doing this as Screen in libgdx vs. a separate Activity will also give you the full control over the look. You can use your shaders, assets and whatever completely within your libgdx structure, no need to tinker around with connecting the load activity with the rest of the game.
After loading your assets, the menu can also be easily created with libgdx and scene2D. Your menu buttons can use the same skin and look as buttons in the rest of the game, using tables and other layouting options allow you to easily create good-looking menus.
And even though it might not be important to you yet, doing all this completely in libgdx will result in it to work on desktop and iOS as well. You can almost completely test the gameplay and look of your game on the desktop, which is faster than deploying to Android all the time.