I want to show the secondary screen for using Android on Cocos2d-x.
Is there a Presentation Class in the Android that can be used with Cocos2d-x?
I want to Main UIScreen show Cocos2dx Scene or Java Controller,Ex:Move button,Pause button…
Secondary UIscreen show another Cocos2dx Scene GameScene Viewer,Ex:Role,Collider,Decorator
Is there a way to configure the Dual Display with Cocos2d-x as an Android platform?
I'm not sure if I got your question correctly. If you mean secondary/external display show something different that main device, It's none of cocos2d's business.
However, if you want to have a split-screen output like below picture, it's possible though not trivial.
Although I didn't do something like that, I can point you towards discussions like this.
Related
I would like to add animated gif splash screen because first installation takes too much time for old Android devices. I couldn't find any docs or clue about this.
I especially would like to use this library: https://github.com/koral--/android-gif-drawable
I don't know anything about Java or layout.xml so I failed to use it for Qml app. If there is a simple hello world example it would be great!
Here there is a proposal about how to make animated QML splashscreen on Android.
Basically the solution mix two steps that allow to have a "partially" animated splash screen but don't use an animated git. Instead show the standard busy QML control. Is not what you are looking for but it could be a good base to improve with your need...
QML: Mixed native Android and QML animated splash screen
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....
What I mean to say while you're just getting started with the development and say you add a slider theres a predefined skin for that and you can place it somewhere on the screen, but in some apps there are things like a knob in a place of slider which you can rotate to do the same stuff what the slider does . How do they do that, does it require openGL or something I am not asking for a complete tutorial or something just curious on what stuff goes into building such thing
Mostly, if something is not provided out of the box, you will have to build your own control.
For example, you mention a Knob. That isn't available in the Android SDK. Such a control could prove to be useful.
Here is a tutorial to build such a custom Control: http://go-lambda.blogspot.in/2012/02/rotary-knob-widget-on-android.html
This is an image of the final result from the tutorial linked above:
Here is an example of a custom slider / seek bar: http://permadi.com/blog/2011/11/android-sdk-custom-slider-bar-seekbar/
This should give you a rough idea on how to go about creating your own custom views.
And finally, what I personally find the best possible resource for keeping track of almost all good Custom Views is here: http://www.androidviews.net/
The androidviews.net website has shut down. Android Arsenal is a new website that lists several third party Android libraries.
Ok, so I've made one app but know I'm getting all ambitious and want to make a game.
So first I want to start off with a menu. I would rather draw this all myself instead of using the built in classes. So should I then override the button class to change the look or should I use OpenGL or Canvas? Any help?
Before you go too crazy writing your own UI toolkit, have a look at http://developer.android.com/guide/topics/ui/themes.html
Android already has a lot of ways built into the framework to skin your app differently than the default UI.