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Building Android Games with Cocos2d-x

You're reading from   Building Android Games with Cocos2d-x Learn to create engaging and spectacular games for Android using Cocos2d-x

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Product type Paperback
Published in Mar 2015
Publisher Packt
ISBN-13 9781785283833
Length 160 pages
Edition 1st Edition
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Author (1):
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Raydelto Hernandez Raydelto Hernandez
Author Profile Icon Raydelto Hernandez
Raydelto Hernandez
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Toc

Table of Contents (10) Chapters Close

Preface 1. Setting Up Your Development Environment 2. Graphics FREE CHAPTER 3. Understanding Game Physics 4. User Input 5. Handling Text and Fonts 6. Audio 7. Creating Particle Systems 8. Adding Native Java Code Index

Putting everything together


We have accomplished our goal of embedding the core Java code in our Cocos2d-x game. Now we are going to show all the parts of our game that have been modified throughout this chapter together.

Here, we show the header file of the C++ JNI bridge (JniBridge.h) that we have created from scratch:

#ifndef __JNI_BRIDGE_H__
#define __JNI_BRIDGE_H__
#include "cocos2d.h"

class JniBridge
{
public:
   static void showToast(const char* message);
};

#endif

Now that we have defined the header of our JniBridge, let us write the implementation file (JniBridge.cpp):

#include "JniBridge.h"
#include "platform/android/jni/JniHelper.h"
#define CLASS_NAME "com/packtpub/jni/JniFacade"
#define METHOD_NAME "showToast"
#define PARAM_CODE "(Ljava/lang/String;)V"

USING_NS_CC;

void JniBridge::showToast(const char* message)
{
   JniMethodInfo method;
   JniHelper::getStaticMethodInfo(method, CLASS_NAME, METHOD_ NAME,PARAM_CODE);
   jstring stringMessage = method.env->NewStringUTF(message...
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