Showing posts with label Architecture. Show all posts
Showing posts with label Architecture. Show all posts

Sunday, October 27, 2013

Fruit Dating - upcoming puzzle game


 One more post today. Beside Shards I am also working on another game. The name is Fruit Dating and my role in the project is programmer. Bellow you can see some screenshots from the game. Very nice and neat graphics is work of Tomáš Kopecký from LittleColor.com.


 The game is logical puzzle and target platforms are Android, bada and new Linux based OS Tizen. The screenshots are taken from working desktop Windows version (through OpenGL ES emulation libraries).


 If you ever tried to make puzzle game you will agree that most of the work is in design of puzzles. It is also valid for our game, but thanks to small trick we saved lot of work. The name of this trick is: procedural generation.


 To create interesting puzzles we created generator/editor. It is written in Java and it can not only generate puzzles, but also solve them. The generator is also focused on aesthetic side of puzzle - it tires to generate more or less symmetric walls. With drag and drop features you can adjust positions of fruit and stones and then resolve the level to check whether it is still solvable.


The second part of the tool is editor where we can decorate the level with trees, ...


 The game will be finished this year and we hope you will enjoy it!


Shards - Work In Progress II



 Here comes our second and last work in progress video. The last one as we are almost finished. The game currently runs on Android, bada and even Tizen - new upcoming Linux based mobile OS.


 Compare our progress with previous WIP video here.

 The game uses our own small cross-platform engine. Beside above mentioned mobile platforms it also runs on desktop Windows thanks to OpenGL ES simulation libraries from Imagination Technologies. For physics simulation it uses great Box2D library.

 And yes ...! That great music is also from Shards.





Wednesday, May 8, 2013

Bounce timing / easing function




Working on our next game the graphic designer designed one of the animations in such a way that I needed to write special timing function. There is big block falling from top of the screen, that bounces several times and stays still. I wanted to enrich my engine with function that will not only do this job, but will be also useful in future. I ended with flexible function that produces bounces based on given parameters and on the next lines I will describe it step by step.

Parameters & result

 I will start with brief gallery of achieved results. The function takes four parameters:
  •  duration of whole effect in seconds,
  •  number of bounces (actually how much times the floor is touched),
  •  elasticity,
  •  whether to start the first bounce from floor or from top
 You can call the function with all four parameters set but if you want for example bounce three times and stay still then you can omit elasticity (set to -1) and the function will calculate it for you. On the following pictures is what I am exactly writing about - I am asking to produce such a curve that it should take 3 seconds and 3 bounces and then the bouncing object will stay still. In first case I want to start it from top (for example something may fall from off screen region into visible area) and in the second case I want to make it jump from bottom:


  In the first of following two I am saying, that I want 3 seconds again, elasticity 0.5 and start from top. I do not know how many bounces is necessary to leave the object on floor. But the function calculates for me it is 8 of them and calculates the speed of move to squeeze it into 3 seconds.
 In the second I am setting the elasticity over 1 so I will overshot 0.0-1.0 output range and so I have to define the number of bounces else the function would try to squeeze infinite number of bounces into three seconds. It ends itself only when zero height is reached or when requested number of bounces is met.



Header

 Look at the header file below. You will see we are defining some variables, constants and functions. The constants will limit our function to 10 bounces as well as it defines epsilon error value that will be explained during implementation.
 The variables holds the ones needed for whole function - as its duration, number of bounces, elasticity, calculated acceleration and so on. And it also holds values specific for every single bounce - its duration, initial velocity and height. Yes, the resulting function faces itself for programmer as single function but it is inside series of individual consecutive bounces.
 The functions are simple getters (imagine you are calling with unknown number of bounces in initialization; you can ask then how many of them was calculated) and functions that set and return the height based on duration progress.

 One remark: the function is taken from my cross-platform engine (you can read other posts regarding it on this blog) so do not get confused with specific namespaces. Rewrite them with yours or delete it.


#ifndef TIMINGBOUNCE_H_
#define TIMINGBOUNCE_H_

#include "../../System/system.h"

namespace SBC
{
namespace Engine
{

class TimingBounce
{
public:
 static const u32 BOUNCES_MAX = 10;
 static const f32 EPSILON;
 static const f32 INTERNAL_HEIGHT;

public:
 TimingBounce();
 virtual ~TimingBounce();

public:
 void initialize(f32 aDuration, s32 aBounces, f32 aElasticity = -1.0f, bool aHalveFirstBounce = true);
 f32 tick(f32 aDeltaTime);
 f32 getActual();
 f32 getAt(f32 aDurationProgress);

 // getters
 f32 getDuration();
 f32 getDurationProgress();
 s32 getBounces();
 f32 getElasticity();
 f32 getAcceleration();

private:
 // duration of function
 f32 mDuration;
 // actual position in duration
 f32 mDurationProgress;

 // number of bounces
 s32 mBounces;
 // elasticity - how high is next amplitude
 f32 mElasticity;
 // acceleration for requested parameters
 f32 mAcceleration;
 // start from peek or from bottom
 bool mHalveFirstBounce;

 // duration of particular bounces
 f32 mBounceDuration[BOUNCES_MAX];
 // height of particular bounces
 f32 mBounceHeight[BOUNCES_MAX];
 // bounce velocity
 f32 mBouceVelocity[BOUNCES_MAX];
};

} /* namespace Engine */
} /* namespace SBC */
#endif /* TIMINGBOUNCE_H_ */


Implementation

 Next follows the implementation. It is cut into pieces and described and explained step by step:

 We simply start with defining some of the constants. The EPSILON is error member and is set to 1, which is in most cases 1 pixel on the screen. The INTERNAL_HEIGHT is defined as 1000. The function inside calculates the height of bounces in range 0-1000 and this is then normalized into 0-1 before vales are returned to client.

 Constructor simply sets initial values. Actually undefined elasticity (-1.0f) and zero number of bounces are together invalid parameters.


#include "TimingBounce.h"

#undef LOG_TAG
#define LOG_TAG  "TimingBounce"

namespace SBC
{
namespace Engine
{

using namespace SBC::System::MathUtils;

const f32 TimingBounce::EPSILON = 1.0f;
const f32 TimingBounce::INTERNAL_HEIGHT = 1000.0f;

//------------------------------------------------------------------------
TimingBounce::TimingBounce()
{
 mDuration = 0.0f;
 mDurationProgress = 0.0f;
 mBounces = 0;
 mElasticity = -1.0f;
 mAcceleration = 0.0f;
 mHalveFirstBounce = false;
}

//------------------------------------------------------------------------
TimingBounce::~TimingBounce()
{
}

Now comes the initialize function where most of the fun takes place:


//------------------------------------------------------------------------
void TimingBounce::initialize(f32 aDuration, s32 aBounces, f32 aElasticity, bool aHalveFirstBounce)
{
 // check parameters validity
 if (aBounces <= 0 && aElasticity < 0.0f)
 {
  LOGE("Invalid parameters (aBounces = %i, aElasticity = %f)", aBounces, aElasticity);
  return;
 }
 else if (aDuration < 0.0f)
 {
  LOGE("Duration cannot be less than zero");
  return;
 }

 First we check whether input parameters are correct. Either one of aBounces or elasticity must be defined (bounces higher than zero and / or elasticity also higher than 0).


 // calculate missing parameters
 // if defined bounces but not elasticity
 if (aBounces > 0 && aElasticity < 0.0f)
 {
  aElasticity = Math::pow(EPSILON / INTERNAL_HEIGHT, 1.0f / aBounces);

 }
 // if defined elasticity but not bounces
 else if (aElasticity > 0.0f && aBounces <= 0)
 {
  if (aElasticity >= 1.0f)
  {
   LOGE("Elasticity must be less than 1");
   return;
  }

  // EPSILON = aElasticity ^ aBounces ... aBounces = log_aElasticity EPSILON = ln EPSILON / ln aElasticity
  aBounces = Math::log(EPSILON / INTERNAL_HEIGHT) / Math::log(aElasticity);
 }

 If we know the number of bounces and elasticity is unknown we have to calculate it. It will have such a value that after requested number of bounces the potential next bounce would had its height less or equal to EPSILON. It comes from calculation:
 
EPSILON = INTERNAL_HEIGHT elasticity bounces "EPSILON" = "INTERNAL_HEIGHT" * func elasticity^{bounces}
elasticity = (EPSILON / INTERNAL_HEIGHT) 1 / bounces elasticity = {EPSILON / "INTERNAL_HEIGHT"} ^{ 1 / bounces}

 In second case the unknown are the bounces so the calculation is:

bounces = log ( EPSILON / INTERNAL_HEIGHT ) log ( elasticity ) bounces = {log("EPSILON" / "INTERNAL_HEIGHT") } over {log(elasticity)}

Now when we know the parameters we can save it:


 // store parameters
 mDurationProgress = 0.0f;
 mBounces = aBounces;
 mElasticity = aElasticity;
 mHalveFirstBounce = aHalveFirstBounce;

 But with the parameter above we still do not know how much time the function will take. We request some time but we do not know the speed. So, we have to calculate it. As the whole function is not a single function but internally it is sequence of functions we will choose some random speed to calculate how much time each bounce takes and calculate the total time
 Each bounce takes 2 times the result of:
 
height= 1 2 acceleration time 2 duration = {1} over {2} acceleration * time^{2}
 
time = 2 height acceleration time = sqrt{2* {height} over {acceleration} }

  Two times because we have to reach the top of bounce and then the same time it takes to fall down.

 // get "some" acceleration and calculate time for bounces
 f32 acceleration = INTERNAL_HEIGHT / 1000.0f;
 f32 totalDuration = 0.0f;
 f32 height = INTERNAL_HEIGHT;
 for (s32 i = 0; i < mBounces; i++)
 {
  // s = 1/2 a * t^2 ... 2s / a = t^2 ... sqrt(2s / a) = t
  f32 duration = Math::sqrt(2 * height / acceleration) * 2;

  if (mHalveFirstBounce && i == 0)
   duration /= 2;

  mBounceDuration[i] = duration;
  mBounceHeight[i] = height;

  totalDuration += duration;
  height *= mElasticity;
 }

 Let's say that the total duration resulted in 340 seconds with some initial velocity. This is more than 100 times more than we requested. But as we have the time ratio between the bounces we can adjust it to our requested time:

 // adjust total duration to fit requested duration
 mDuration = 0.0f;
 for (s32 i = 0; i < mBounces; i++)
 {
  f32 duration = mBounceDuration[i] * aDuration / totalDuration;
  mBounceDuration[i] = duration;
  // sum up to avoid imprecision
  mDuration += duration;
 }

 Now, when we are in requested time limit, we have to calculate the acceleration that will help us to achieve it (again the same formula is used but the unknown is the acceleration this time):


 // calculate new acceleration
 f32 firstHalfBounceDuration = mHalveFirstBounce ? mBounceDuration[0] : mBounceDuration[0] / 2;
 // s = 1/2 a * t^2 ... 2s / t^2 = a
 mAcceleration = (2.0f * INTERNAL_HEIGHT) / (firstHalfBounceDuration * firstHalfBounceDuration);


 Finally we can calculate the parameters for each bounce:


 // calculate initial bounce velocities
 for (s32 i = 0; i < mBounces; i++)
 {
  // v = v0 + at ... on the top of bounce the v equals zero => v0 = -at
  // if bounce starts halved (on top) than its initial velocity is zero
  // halve duration of each bounce (as it contains the way up and down)
  if (i == 0 && aHalveFirstBounce)
   mBouceVelocity[i] = 0.0f;
  else
   mBouceVelocity[i] = mBounceDuration[i] / 2.0f * mAcceleration;
 }


 // change the sign of acceleration to point downwards
 mAcceleration = -mAcceleration;

 The debug output is now commented out:


 // debug output
 /*
 LOGD("Bounces: %i, Elasticity: %f, Acceleration: %f, Duration: %f, HalveFirstBounce %s",
   mBounces, mElasticity, mAcceleration, mDuration, mHalveFirstBounce ? "true" : "false");
 for (s32 i = 0; i < mBounces; i++)
 {
  LOGD("Bounce %i: height = %f, duration = %f, velocity = %f",
    i, mBounceHeight[i], mBounceDuration[i], mBouceVelocity[i]);
 }
 */
}

 The function is initialized now so we can start using it. There are three function - one tracks current position within requested time and is called tick(). Its parameter is time elapsed from last frame so you can feed it with your game loop timing steps. The second takes the value for current position and the last one returns value from any requested position. this one is the most important one and it is the place where things happens:


//------------------------------------------------------------------------
f32 TimingBounce::tick(f32 aDeltaTime)
{
 // adjust progress
 mDurationProgress += aDeltaTime;

 // return actual value
 return getAt(mDurationProgress);
}

//------------------------------------------------------------------------
f32 TimingBounce::getActual()
{
 return getAt(mDurationProgress);
}

//------------------------------------------------------------------------
f32 TimingBounce::getAt(f32 aDurationProgress)
{
 // check time bounds
 if (aDurationProgress < 0.0f)
  aDurationProgress = 0.0f;
 else if (aDurationProgress > mDuration)
  aDurationProgress = mDuration;

 After check of bounds we have to find index of the bounce we are currently in:


 s32 index = 0;
 f32 totalDuration = 0.0f;

 // get index to particular bounce
 while(index < mBounces && aDurationProgress > totalDuration + mBounceDuration[index])
 {
  totalDuration += mBounceDuration[index];
  ++ index;
 }

 // get duration within bounce (if not the first one)
 aDurationProgress = aDurationProgress - totalDuration;

 and then we can calculate the height in range 0 - INTERNAL_HEIGHT and normalize it to 0-1:


 f32 height = 0.0f;
 if (index == 0 && mHalveFirstBounce)
 {
  // height = height + 1/2 * mAcceleration * aDurationProgress^2
  height = INTERNAL_HEIGHT + mAcceleration * (aDurationProgress * aDurationProgress) / 2.0f;

 }
 else
 {
  // height = mBounceVelocity * aDurationProgress + 1/2 * mAcceleration * aDurationProgress^2
  // height = aDurationProgress * (mBounceVelocity + 1/2 * mAcceleration * aDurationProgress)
  height = aDurationProgress * (mBouceVelocity[index] + (mAcceleration * aDurationProgress) / 2.0f);
 }


 return height / INTERNAL_HEIGHT;
}

 For completeness here are also getter functions:


//------------------------------------------------------------------------
f32 TimingBounce::getDuration()
{
 return mDuration;
}

//------------------------------------------------------------------------
f32 TimingBounce::getDurationProgress()
{
 return mDurationProgress;
}

//------------------------------------------------------------------------
s32 TimingBounce::getBounces()
{
 return mBounces;
}

//------------------------------------------------------------------------
f32 TimingBounce::getElasticity()
{
 return mElasticity;
}

//------------------------------------------------------------------------
f32 TimingBounce::getAcceleration()
{
 return mAcceleration;
}

} /* namespace Engine */
} /* namespace SBC */


Usage

 To demonstrate the use our bouncing function all you have to do for example is something like this (this will produce the output you have seen on the first graph):


 TimingBounce b;
 b.initialize(3.0f, 3, -1.0f, true);

 for (f32 i = 0.0f; i < 3.0f; i = i + 0.01f)
  LOGD("height: %f", b.tick(0.01f));


Conclusion

 So, we created bouncing function that is flexible enough. It also hides all its details (series of functions) inside and the user just initializes it with desired values. You can download the source here.



Sunday, March 10, 2013

Shards - Work In Progress I



This is short info on our upcoming game - Shards - we are working on. The game will be clone of well known arcade classic with glassy look and very nice fractal backgrounds. The music in video is just a placeholder I found on the web - it sounds to make me sure the sound engine works.


 Making the game we are using these technologies:
  • box2D for physics,
  • notice the usage of our universal box2D debug draw that works for Open GL ES 1.x and 2.0,
  • our cross platform engine -  the video is taken from desktop Windows while the game runs on Android as well,
  • PicOpt - our sprite atlas creation tool that is free to download,
  • for Android NDK: textures are loaded through this way, while sound (not too much of them in the game presently) is coded like this,
  • for ads we plan to utilize our simple ads manager.

Tuesday, March 5, 2013

Creating Ads Manger for Android - Part 5 - Implementing Leadbolt





previous parts

 In previous part we implemented Madvertise. This time we will do the same with Leadbolt. While AdMob and Madvertise pays you for click, Leadbolt pays you usually for action the user has to do. So you may encounter CPA term which stands for Cost per Action instead well known CPC (cost per Click). If I convert my latest revenue to CPC I get very low value 0.01 - 0.02 while AdMob is 0.035 in average. Beside this Zone Alarm for Android is warning users that your app contains AdwareAndroidos.leadbold... Is it still worth to implement it? Ok, I am using only banners, not any kind of ads like push notifications and so on, so my users will not get angry. The app passed registration at Slideme.org or Amazon.com without problems. And the size of the banner is smaller than AdMob or Madvertise banners. Thus, for our game Deadly Abyss 2 is Leadbolt only network if playing on mobile phone (if playing on tablet then AdMob, Madvertise and Leadbolt are rotating).
 Finally, we are making ad manager to handle multiple networks, so it is not wise to rely only on one network.
 If you intent to use Leadbolt you can register through this link. If you do so, I will get some small reward from them :-)

Adding Leadbolt SDK

 This should be no problem. Leadbolt has very good and simple manual. It is located under App Developer SDKs in HELP/FAQS section. Actually it is the same as AdMob integration - copy .jar with SDK into libs folder and then adjust Build Path in Project Properties (right click on project name in Eclipse). Then Add JARs...


Adjusting manifest

 As for previous ad networks we have to adjust manifest file with permissions. Leadbolt has three required permissions: INTERNET, ACCESS_NETWORK_STATE and READ_PHONE_STATE. The first two we already have from times of AdMob implementation. There are three optional permissions: ACCESS_COARSE_LOCATION, ACCESS_FINE_LOCATION and ACCESS_ LOCATION_EXTRA_COMMANDS. The coarse location we already allowed for Madvertise so we adjust the manifest like this:

  <!-- additional LeadBolt permissions -->
  <uses-permission android:name="android.permission.READ_PHONE_STATE" /> 
  <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/> 
  <uses-permission android:name="android.permission.ACCESS_LOCATION_EXTRA_COMMANDS"/> 


Adjusting constatns

 While most of the other networks has some way how to set refresh rate for Leadbolt you have to do it by yourself. So in the file with constants (SBCAdsConstatnts.java) we will define these lines:

 // Leadbolt
 public static final String LEADBOLT_UNIT_ID = "YOUR_LEADBOLT_ID_HERE";
 public static final long LEADBOLT_REFRESH_RATE = 1000 * 90 * 1;

 The first line contains the ID your ad unit is assigned by Leadbolt. The second line defines refresh rate in millis - here 1,5 minute.


LeadboltSystem.java

 Now let's start implementation. As usual the imports and fields come first:

package com.sbcgames.sbcads;import com.pad.android.iappad.AdController;import com.pad.android.listener.AdListener;import com.sbcgames.sbcengine.SBCEngine;import android.util.Log;import android.view.KeyEvent;import android.view.ViewGroup;public class LeadboltSystem implements SBCAdSystem, AdListener
{
 private final String SYSTEM_NAME = "LEADBOLT ";
 private SBCAdEventListener mListener = null;
 private AdController mAdView;
 private final ViewGroup mLayout;
 private Runnable mR = null;
 private SBCEngine mSBCEngine = null;

 The constructor is very simple:

 // ------------------------------------------------------------------------
 public LeadboltSystem(SBCEngine aSBCEngine, ViewGroup aLayout)
 {
  mSBCEngine = aSBCEngine;
  mLayout = aLayout;
 }


SBCAdSystem implementation

 Next follows implementation of our SBCAdSystem interface:

 //------------------------------------------------------------------------
 // SBCAdSystem
 //------------------------------------------------------------------------
 @Override
 public void start()
 {
  final LeadboltSystem system = this;

  mR = new Runnable()
  {
   public void run()
   {
    Log.d("AdsSystem", SYSTEM_NAME + "Creating AdController and asking for Ad");

    if (mAdView != null)
    {
     stop();
     destroy();
     mAdView = null;
    }
    
    mAdView = new AdController(mSBCEngine, SBCAdsConstants.LEADBOLT_UNIT_ID, system);
    mAdView.loadAd();
    
    mLayout.postDelayed(this, SBCAdsConstants.LEADBOLT_REFRESH_RATE);
   }
  };

  mLayout.postDelayed(mR, 0);
 }

 Here is problem that I encountered: to refresh ad, calling to destroyAd() (called in destroy() method) and then calling to loadAd() should be enough. But the refreshing in this way did not work for me. So I am destroying the mAdView (the AdController object) every time and creating new one. I posted question to forum and I got reply from user called jay-z. While the above method works, I will try his code and update this article accordingly if it will work for me too.

 Here is implementation of next methods - nothing special here:

 //------------------------------------------------------------------------
 @Override
 public void stop()
 {
  if (mR != null)
  {
   Log.d("AdsSystem", SYSTEM_NAME + "removing listener");
   mLayout.removeCallbacks(mR);
  }
 }

 //------------------------------------------------------------------------
 @Override
 public void destroy()
 {
  if (mAdView != null)
  {
   mAdView.destroyAd();
  }
 }

 //------------------------------------------------------------------------
 @Override
 public void setEventListener(SBCAdEventListener aListener)
 {
  mListener = aListener;
 }

 In last two parts when implementing AdMob and Madvertise we left our keyDown implementation empty. For Leadbolt we have to handle back key. This is the reason why we have this method in interface. Of course, to avoid implementation in every ad system we could create abstract class between interface and concrete implementation (that will do nothing) and override it only when we need specialised behavior - I will leave this small change on your choice:

 //------------------------------------------------------------------------
 @Override
 public boolean keyDown(final int aKeyCode, final KeyEvent aEvent)
 {
  if (aKeyCode == KeyEvent.KEYCODE_BACK)
  {
   if (mAdView.onBackPressed())
   {
    Log.d("AdsSystem", SYSTEM_NAME + "back key pressed");
    return true;
   }
  }
  
  return false;
 }


AdListener implementation

 Leadbolt, as well as other ad networks we have seen so far has its own interface for callbacks. The name is AdListener - the same as for AdMob. But this time it has different set of methods. Their implementation is empty for most of the them. The one that is important is onAdClicked(). Despite AdMob or Madvertise, the Leadbolt does not start any new Activity that would pause your current activity - your game. So, you have to do it by yourself. We are calling sendMessage() method. This method is general method in my engine to send messages to Java part of the engine from other Java parts or from NDK. Thanks to this I can ask engine to do lot of things just with different method's arguments.

 //------------------------------------------------------------------------
 // LEADBOLT
 //------------------------------------------------------------------------
 @Override
 public void onAdClicked()
 {
  stop();
  mSBCEngine.sendMessage(SBCEngine.MESSAGE_OUT_PAUSE, 0, 0);
  Log.d("AdsSystem", SYSTEM_NAME + "onAdClicked");
 }
 
 //------------------------------------------------------------------------
 @Override
 public void onAdAlreadyCompleted()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdAlreadyCompleted");
 }
  
 //------------------------------------------------------------------------
 @Override
 public void onAdClosed()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdClosed");
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdCompleted()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdCompleted");
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdFailed()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdFailed");
  mListener.onFailed(this);
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdHidden()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdHidden");
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdLoaded()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdLoaded");
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdPaused()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdPaused");
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdProgress()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdProgress");
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdResumed()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdResumed");
 }}


Conclusion

 This is all for Leadbolt implementation. This was also last part of this little series. We created simple but extensible ad manager. Now it is up to you to enhance it and add other ad networks.



Sunday, March 3, 2013

Creating Ads Manger for Android - Part 4 - Implementing Madvertise





previous parts


Last time we implemented first ad network - AdMob. Today we will add Madvertise. This network is exactly the reason why we are building some ad systems manager. It seems that Madvertise is focused on some countries of western Europe - Germany, Italy. Earnings are about 0,05 EUR / click, which is not bad. But if your user is in any other location they will not send an ad into his device. This results into low fill rate but if you have ad manager you can just say never mind and skip to other ad network.


Adding Madvertise SDK

 To integrate Madvertise SDK into your Eclipse project follow the instructions here. It is enough to follow the instructions until you added Madvertise project into your project as rest may be little bit different for out adds manager.


Adjusting manifest

 Last time we already added permissions for INTERNET and ACCESS_NETWORK_STATE. Today we will add optional permissions for reading state of wifi and to roughly detect the location of the user.

    <!-- additional Madvertise permissions -->
    <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" />
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />

 Next we need to adjust the manifest file with Madvertise activity. There is also place for token identifying your app. If you just want to test then put word "TestTokn" there. Do not forget to replace it when you are ready to publish.

        <activity android:name="de.madvertise.android.sdk.MadvertiseActivity" />

        <!-- Setup your site token. For tests, use 'TestTokn' -->
        <meta-data
            android:name="madvertise_site_token"
            android:value="TestTokn" />


Adjusting constants

 When implementing AdMob we had to adjust file SBCAdsConstants.java with AdMob ad unit ID. This is not necessary here as we put our Madvertise ad ID directly into manifest file.


MadvertiseSystem.java

 Now  we are ready to implement the class. We start with imports and variables again:

package com.sbcgames.sbcads;

import com.sbcgames.sbcengine.SBCEngine;

import de.madvertise.android.sdk.MadvertiseView;
import de.madvertise.android.sdk.MadvertiseView.MadvertiseViewCallbackListener;
import android.util.Log;
import android.view.KeyEvent;
import android.view.View;
import android.view.ViewGroup;

public class MadvertiseSystem implements SBCAdSystem, MadvertiseViewCallbackListener
{
 private final String SYSTEM_NAME = "MADVERTISE ";
 private SBCAdEventListener mListener = null;
 private MadvertiseView mAdView;
 private ViewGroup mLayout;

 Instead of AdMob AdListener we are implementing MadvertiseViewCallbackListener this time. SBCAdSystem is our interface that we have to implement for every ad network we want our ad manager to handle. This is the constructor:

 // ------------------------------------------------------------------------
 public MadvertiseSystem(SBCEngine aSBCEngine, ViewGroup aLayout)
 {
  mLayout = aLayout;

  // new view - all defaults
  mAdView = new MadvertiseView(aSBCEngine.getApplicationContext());

  // set the AdListener.
  mAdView.setMadvertiseViewCallbackListener(this);
  
  // Add the AdView to the view hierarchy. The view will have no size until the ad is loaded.
  aLayout.addView(mAdView);
 }


SBCAdSystem implementation

 To start Madvertise ad network we have to implement start method from SBCAdSystem interface:

 //------------------------------------------------------------------------
 @Override
 public void start()
 {
     mAdView.setVisibility(View.VISIBLE);

     // Start loading the ad in the background.
     mAdView.setFetchingAdsEnabled(true);
 }

 Calling setFetchingAdsEnabled with true will launch our request for ad. With the result of this reqest we will be notified through MadvertiseViewCallbackListener methods.

 Next we need methods to stop and destroy this ad system in case we are switching to another one.

 //------------------------------------------------------------------------
 @Override
 public void stop()
 {
  if (mAdView != null)
  {
   mAdView.setFetchingAdsEnabled(false);
   mAdView.setVisibility(View.GONE);
  }
 }

 //------------------------------------------------------------------------
 @Override
 public void destroy()
 {
  if (mAdView != null)
  {
   mAdView.removeMadViewCallbackListener();
  }
  mLayout.removeAllViews();
 }

 Finally there is method for setting the events listener and for processing keys. The later will again have no implementation for Madvertise:

 //------------------------------------------------------------------------
 @Override
 public void setEventListener(SBCAdEventListener aListener)
 {
  mListener = aListener;
 }
 
 //------------------------------------------------------------------------
 @Override
 public boolean keyDown(final int aKeyCode, final KeyEvent aEvent)
 {
  return false;
 }


MadvertiseViewCallbackListener implementation

 Now comes the implementation of the interface that is part of Madvertise SDK. Again it is very simple as most of the methods will just notify our listener (that means our ad manager that is implementing it) and the rest is more or less just some debug output to watch in LogCat if everything is going well.

 //------------------------------------------------------------------------
 // MadvertiseViewCallbackListener
 //------------------------------------------------------------------------
 @Override
 public void onLoaded(boolean succeed, MadvertiseView madView)
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onLoaded");
  
  if (!succeed)
  {
   mListener.onFailed(this);
  }
 }
 
 //------------------------------------------------------------------------
 @Override
 public void onError(Exception exception)
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onError");
  
  mListener.onFailed(this);
 }

 //------------------------------------------------------------------------
 @Override
 public void onIllegalHttpStatusCode(int statusCode, String message)
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onIllegalHttpStatusCode");
 }

 //------------------------------------------------------------------------
 @Override
 public void onAdClicked()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onAdClicked");
 }

 //------------------------------------------------------------------------
 @Override
 public void onApplicationPause()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onApplicationPause");
 }

 //------------------------------------------------------------------------
 @Override
 public void onApplicationResume()
 {
  Log.d("AdsSystem", SYSTEM_NAME + "onApplicationResume");
 }


Conclusion

  Today we added next ad network to our ad manager system. Next time we will ad Leadbolt network. You can now adjust the constants in SBCAdsConstants.java file so it handles two networks and with probability settings you can say how many percent of your users will ask for AdMob or Madvertise ad.