This document provides instructions for building RingLibSDL games for Android. The key steps are:
1. Download the Android SDK, NDK, Ant, and JDK for development. Update the Android SDK to the desired API level (e.g. API 19).
2. Set up the project folder structure with the game source code and assets.
3. Build the native code using the NDK build command (ndk-build).
4. Create the Android package (.apk) file using the Ant debug command (ant debug).
This allows games created with the Ring Game Engine to be packaged and run as Android applications. The sample project includes a ready-made Flappy Bird 3000
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The Ring programming language version 1.8 book - Part 59 of 202
1. Ring Documentation, Release 1.8
but nkey = key_down and checkwall(oGame,oSelf,0,40)
file = "images/supermandown.png"
dotransparent()
y += 40
if y>=500 y=500 ok
but nKey = key_right and checkwall(oGame,oSelf,10,0)
file = "images/supermanright.png"
dotransparent()
x += 10
if x >= 440
if oGame.aObjects[2].x > -4500
oGame.aObjects[2].x -= 50
callenemystate(oGame)
else
if x <= 750
if checkwall(oGame,oSelf,10,0)
x += 10
ok
else
if checkwall(oGame,oSelf,-10,0)
x -= 10
ok
ok
return
ok
x=400
ok
but nKey = key_left and checkwall(oGame,oSelf,-10,0)
file = "images/supermanleft.png"
dotransparent()
x -= 10
if x <= 0
x += 10
if oGame.aObjects[2].x != 0
oGame.aObjects[2].x += 50
callenemystate(oGame)
x += 50
ok
ok
but nkey = key_esc or nKey = GE_AC_BACK
ogame.shutdown()
ok
}
ok
}
mouse = func ogame,oself,nType,aMouseList {
if nType = GE_MOUSE_DOWN
oGameState.moveplayer = TRUE
But nType = GE_MOUSE_UP
oGameState.moveplayer = FALSE
ok
if oGameState.moveplayer = TRUE
if aMouseList[GE_MOUSE_X] < oSelf.X # left
cFunc = oself.keypress
call cFunc(oGame,oSelf,Key_left)
else
cFunc = oself.keypress
call cFunc(oGame,oSelf,Key_right)
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ok
if aMouseList[GE_MOUSE_Y] < oSelf.Y # up
cFunc = oself.keypress
call cFunc(oGame,oSelf,Key_up)
else
cFunc = oself.keypress
call cFunc(oGame,oSelf,Key_down)
ok
ok
}
}
addenemy(oGame,600)
addenemy(oGame,900)
addenemy(oGame,1550)
addenemy(oGame,2350)
addenemy(oGame,3350)
addenemy(oGame,3500)
addenemy(oGame,3670)
addenemy(oGame,3840)
text {
animate = false
point = 400
size = 30
file = "fonts/pirulen.ttf"
text = "Score : " + oGameState.score
x = 500 y=0
state = func oGame,oSelf {
oSelf { text = "Score : " + oGameState.score }
}
}
text {
animate = false
point = 400
size = 30
file = "fonts/pirulen.ttf"
text = "Energy : " + oGameState.value
x = 10 y=0
state = func oGame,oSelf { oSelf { text = "Energy : " + oGameState.value } }
}
}
func inlist nValue,aList
for x in aList
if x = nValue
return true
ok
next
return false
func checkwall oGame,oself,diffx,diffy
alist = [1,2,3]
return checkwall2(oGame,oself,diffx,diffy,aList)
func checkwall2 oGame,oself,diffx,diffy,aList
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xPos = oSelf.x + diffx
yPos = oSelf.y + diffy
nValue = oGame.aObjects[2].getvalue(xPos,yPos)
nValue = inlist(nValue,aList)
nValue = not nValue
if nValue = 0 return nValue ok
xPos = oSelf.x + diffx
yPos = oSelf.y + diffy + oSelf.height
nValue = oGame.aObjects[2].getvalue(xPos,yPos)
nValue = inlist(nValue,aList)
nValue = not nValue
if nValue = 0 return nValue ok
xPos = oSelf.x + diffx + oSelf.width
yPos = oSelf.y + diffy
nValue = oGame.aObjects[2].getvalue(xPos,yPos)
nValue = inlist(nValue,aList)
nValue = not nValue
if nValue = 0 return nValue ok
xPos = oSelf.x + diffx + oSelf.width
yPos = oSelf.y + diffy + oSelf.height
nValue = oGame.aObjects[2].getvalue(xPos,yPos)
nValue = inlist(nValue,aList)
nValue = not nValue
if nValue = 0 return nValue ok
return nValue
func checkopenwall oGame
if oGameState.score = 900
oGame.aObjects[2].aMap[3][10] = 3
oGame.aObjects[2].aMap[4][10] = 0
oGame.aObjects[2].aMap[5][10] = 0
oGame.aObjects[2].aMap[6][10] = 0
oGame.aObjects[2].aMap[7][10] = 0
oGame.aObjects[2].aMap[8][10] = 0
but oGameState.score = 1800
oGame.aObjects[2].aMap[3][18] = 3
oGame.aObjects[2].aMap[4][18] = 0
oGame.aObjects[2].aMap[5][18] = 0
oGame.aObjects[2].aMap[6][18] = 0
oGame.aObjects[2].aMap[7][18] = 0
oGame.aObjects[2].aMap[8][18] = 0
but oGameState.score = 5500
oGame.aObjects[2].aMap[1][44] = 0
oGame.aObjects[2].aMap[2][44] = 0
oGame.aObjects[2].aMap[3][44] = 2
ok
func checkgameover ogame
if oGameState.gameresult return ok
if oGameState.value <= 0
oGameState.value = 0
oGameState.gameresult = true
oGame {
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text {
point = 400
size = 30
nStep = 9
file = "fonts/pirulen.ttf"
text = "Game Over !!!"
x = 500 y=10
state = func ogame,oself {
if oself.y >= 400
ogame.shutdown = true
ok
}
}
}
showfire(oGame,oGame.aObjects[oGameState.PlayerIndex].x+40,
oGame.aObjects[oGameState.PlayerIndex].y+40)
oGame.aObjects[oGameState.PlayerIndex].enabled = false
oGame.remove(oGameState.PlayerIndex)
ok
func showfire oGame,nX,nY
oGame {
animate {
file = "images/fire.png"
x = nX
y = nY
framewidth = 40
height = 42
nStep = 3
transparent = true
state = func oGame,oSelf {
oSelf {
nStep--
if nStep = 0
nStep = 3
if frame < 13
frame++
else
frame=1
oGame.remove(oself.nIndex)
ok
ok
}
}
}
}
func addenemy oGame,xPos
oGame {
lbraceend = false
sprite {
type = ge_type_enemy
file = "images/smenemy.png"
transparent = true
x = xPos y =10 width=100 height=100
animate=true Scaled=true
direction = GE_DIRECTION_NOMOVE
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temp = xPos
state = func oGame,oSelf {
oself {
x = oSelf.temp + oGame.aObjects[2].x
if y < 0 y = 0 ok
if y > 100 y=100 ok
if x > SCREEN_W or x < 0 return ok
}
if random(10) = 1
if oGameState.gameresult return ok
ogame {
sprite {
type = ge_type_fire
file = "images/smrocket.png"
scaled = true
transparent = true
x = oself.x + 30
y = oself.y + oself.height+ 30
width = 30
height = 30
point = ogame.screen_h+30
nstep = 30
direction = ge_direction_incvertical
xvalue = oGame.aObjects[2].x
temp = oself.x + 30 - xvalue
state = func oGame,oSelf {
oself { x = oSelf.temp + oGame.aObjects[2].x }
x = oGame.aObjects[oGameState.playerindex]
if oself.x >= x.x and oself.y >= x.y and
oself.x <= x.x + x.width and
oself.y <= x.y + x.height
if oGameState.value > 0
oGameState.value-=1000
ok
ogame.remove(oself.nindex)
checkgameover(oGame)
ok
}
}
}
ok
}
}
}
ogame.lbraceend = true
func checkstarskey oGame,oSelf,nValue,nRow,nCol
switch nValue
on 4
oGame.aObjects[2].aMap[nRow][nCol] = 6
oGameState.Score += 100
checkopenwall(oGame)
oGame { Sound {
once = true
file = "sound/sfx_point.wav"
} }
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on 5
oGame.aObjects[2].aMap[nRow][nCol] = 0
oGameState.DoorKey = true
oGameState.Score += 500
checkopenwall(oGame)
oGame { Sound {
once = true
file = "sound/sfx_point.wav"
} }
off
func checkstarskeycol oGame,oSelf
nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y)
nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y)
nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y+oSelf.height)
nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y+oSelf.height)
nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y+oSelf.height)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
nValue = oGame.aObjects[2].getvalue(oSelf.x+oSelf.width,oSelf.y)
nRow = oGame.aObjects[2].getrow(oSelf.x+oSelf.width,oSelf.y)
nCol = oGame.aObjects[2].getcol(oSelf.x+oSelf.width,oSelf.y)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
nValue = oGame.aObjects[2].getvalue(oSelf.x,oSelf.y+oSelf.height)
nRow = oGame.aObjects[2].getrow(oSelf.x,oSelf.y+oSelf.height)
nCol = oGame.aObjects[2].getcol(oSelf.x,oSelf.y+oSelf.height)
checkstarskey(oGame,oSelf,nValue,nRow,nCol)
func callenemystate oGame
for t in oGame.aObjects
t {
if type = GE_TYPE_ENEMY
call state(oGame,t)
ok
}
next
Class GameState
down = 3
gameresult = false
Score = 0
startplay=false
lastcol = 0
playerwin = false
DoorKey = false
playerindex = 4
value = 1000
moveplayer = false
Screen Shot:
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8. CHAPTER
FIFTYSEVEN
BUILDING GAMES FOR ANDROID
In this chapter we will learn about Building RingLibSDL Games for Mobile.
So we can create packages (*.apk) for the applications that are developed using Ring Game Engine for 2D Games.
57.1 Download Requirements and Update the Android SDK
• The Android SDK Tools
https://developer.android.com/studio/index.html
• The Android NDK (Tested using android-ndk-r10c)
https://developer.android.com/ndk/index.html
• Apache Ant v1.8 or later
http://ant.apache.org/bindownload.cgi
• Java SE Development Kit (JDK) v6 or later
http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html
• Update the Android SDK to get the API and tools packages required for development
Tested using Android 4.4.2 (API 19)
• In Windows - Define the next Environment Variables based on your system.
1. JAVA_HOME
For Example : C:Program Files (x86)Javajdk1.8.0_05
2. ANDROID_HOME
For Example : B:mahmoudToolsJava-Androidadt-bundle-windows-x86-20140702sdk
57.2 Project Folder
Open the project folder : ring/android/ringlibsdl/project
558
9. Ring Documentation, Release 1.8
You can add the source code (*.ring) and Images/Sound Files to the assets folder.
You will find the Flappy Bird 3000 Game ready for building.
The execution starts from the start.ring file
load "game2.ring"
57.3 Building the project
Move to the ring/android/ringlibsdl/project folder
We can build using the next command (We need to do this for one time only).
ndk-build
Then we can create the package (*.apk) using the next command.
57.3. Building the project 559