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https://github.com/johnnyg63/olcpgemobile_androidstudio
OLC Pixel Game Engine 2.0 Mobile for Android Studio. Supports: Windows, Linux and MAC
https://github.com/johnnyg63/olcpgemobile_androidstudio
android android-studio game-development game-engine olc olcpgemobilevisualstudio olcpixelgameengine
Last synced: 3 days ago
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OLC Pixel Game Engine 2.0 Mobile for Android Studio. Supports: Windows, Linux and MAC
- Host: GitHub
- URL: https://github.com/johnnyg63/olcpgemobile_androidstudio
- Owner: Johnnyg63
- License: gpl-3.0
- Created: 2023-11-15T12:43:31.000Z (about 1 year ago)
- Default Branch: master
- Last Pushed: 2024-08-02T16:39:48.000Z (4 months ago)
- Last Synced: 2024-08-02T18:31:55.637Z (4 months ago)
- Topics: android, android-studio, game-development, game-engine, olc, olcpgemobilevisualstudio, olcpixelgameengine
- Language: C
- Homepage:
- Size: 10.8 MB
- Stars: 10
- Watchers: 1
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# OLC Pixel Game Engine Mobile 2.2.8 for Android Studio
!!! NOW EVEN FASTER !!!
Supports: Windows, Linux and Apple MAC
This project supports Android devices SDK 21 --> 34 and beyond
For Visual Studio All In One (Android and iOS) Project Template: OLC Pixel Game Engine Mobile 2.2.8 Visual Studio for Android and iOS
For Visual Studio Android Only (Windows) Use this project: OLC Pixel Game Engine Mobile 2.2.8 for Android Visual Studio
For Android Studio (Windows/Linux/MAC) Use this project: OLC Pixel Game Engine Mobile 2.2.8 for Android Studio
For Xcode (MAC) Use this project: OLC Pixel Game Engine Mobile 2.2.8 for Xcode
The OLC Pixel Game Engine Mobile Edition is a feature-rich fork of the original OLC Pixel Game Engine.
-
Community Interest:
The mobile edition has garnered attention from programmers who want to create games for Android and iOS platforms.
It’s actively maintained and developed by contributors.
-
Cross-Platform Support:
The mobile edition extends the original engine to support Android and iOS.
Developers can create games that run on both desktop and mobile devices.
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Extensions and Features:
The mobile edition includes additional features like mobile input handling, sound, and hardware interfaces.
The mobile edition is built on SIMD/NEON advance vectorizations to ensure the fastest engine to pixel generation.
It’s a versatile tool for prototyping, education, mobile game development and algorithm visualization for both Android and iOS devices.
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Growing User Base:
While not as widely known as the original, it’s steadily gaining popularity.
Developers appreciate its simplicity and flexibility.
Remember that both versions—original and mobile—are valuable tools for game development and learning. If you’re interested in mobile game development, give the mobile edition a try! 🚀🎮
!!SHOUT OUTS!!
THANK YOU to @VasCoder without your testing this would not have been possible!
THANK YOU to @baderouaich for fixing the bug with OnUserDestroy()!
THANK YOU to @Moros1138 for PGETinker Check it out folks!!!
THANK YOU to @Javidx9 for... well everything!
WE NEED YOUR FEEDBACK PLEASE
Thank you for cloning the OLC Pixel Game Engine 2.0 Mobile.
A tremendous amount of work went into getting this engine to work smoothy with Android and iOS so you can create amazing games.
We can see that this repro gets an unbelievable number of unique clones, therefore we want to hear from you!
Please come visit me and all the volunteers at One Lone Coder and join our community.
Kind regards
John (aka Johnnyg63)
!!! Android Studio Installation !!!
If this is your first time using Android Studio ensure you set your Android App Configurations (See Step 5 for more details)
1: Clone or download (Zip) this project to the Android Studio Project Folders
2: To Clone Open Android Studio and Click the Android Studio button (may contain a project name on your IDE) and select Get from version control
3: Copy and path the Git URL (see step 1), enter a location for your project and finally click Clone
4: Once Cloning is complete, it will take servel minutes for the first auto build to complete.
4: Once the build is complete, you will be offerred to update your gradle, it is up to you. If this is your first time using Android Studio, I would not recommend this
5: If you have any issues with the build, ensure your Android App Configrutaions. The Project is setup to auto create this for you, however some users have reported issues,
Under Android App, click the + button and select Add New Configruation
General:
Miscellaneous:
Debugger:
Profiling:
Click Apply, and the click OK
6: Put your Android phone into Development Mode and enable USB Debugging.
7: Select Device Manager --> your Phone --> Click RUN
8: To rename this project Please see: How to rename an Android Studio Project for steps
Supports olcPGEX_MiniAudio.h
https://github.com/Moros1138/olcPGEX_MiniAudio/ thanks @Moros1138
OLC Pixel Game Engine Mobile supports PGE 2.0 games created for Windows, Linux and Apple MAC.
Please see:
PGE Mobile 2.0 Demos
PGE Mobile 2.0 Extension
Accessing assets on the PGE Mobile 2.0 is different to PGE 2.0. Please use the builtin FileManager (see 2.09 support details below)
There is also an examples of FileManager usage in most of the demos.
To use the Project Template please see: currently creating this folks
Release 2.2.8 Support Details
- 2.01: BETA Port code from olcPixelGameEngine.h to olcPixelGameEngine_mobile.h
- 2.02: Corrected support for X86
- 2.03: Update EventManager to handle, Touch, Mouse and Keyboard events
- 2.04: Corrected Touch offset, added 1 touch point, unlinked Mouse & Touch Events
- 2.05: Sensors Support added
- 2.06: Multi Touch Support
- 2.06a: Added basic mouse support for Android Emulator
- 2.07: Updated SIMD_SSE for Intel Atom devices, Updated GetTouch() to default to touch point zero
- 2.07a: Corrected two small bugs in main.cpp
- 2.08: Added ClearTouchPoints(int8_t startIndex = 0) for clearing of touch points at index x, some bug fixes too
Added Demos folder with some demos. Just Copy and Paste the code into main.cpp - 2.09: Added Demos folder with some demos
Added: FileManager: for gaining access to the Android Assets APK and iOS Zip Packages
app_LoadFileFromAssets()
app_ExtractFileFromAssets()
app_GetInternalAppStorage()
app_GetExternalAppStorage()
app_GetPublicAppStorage()
SmartPtr filehandler
LoadFileFromAssets()
ExtractFileFromAssets()
GetInternalAppStorage()
GetExternalAppStorage()
GetPublicAppStorage()
- 2.10: Removed ASensor_getHandle() as it only supports SDK 29 and higher. Updated project to support SDK 21 to SDK32, Thank you @VasCoder
- 2.11: Corrected offset error bug in Drawline,
Added release config to build.gradle.template. Please see: https://developer.android.com/studio/publish/app-signing" and
Please see: https://stackoverflow.com/questions/9081877/how-do-i-debug-an-apk-that-is-signed-for-release for more info
NOTE: You cannot debug or deploy a release app unless you have a signing key (Android Developer Account) - 2.20 Pre-Release! Can now be used in Production Environment, have fun!
Android Keyboard mapping completed for GetKey()
Note if using a MacOS, Linux or Windows for debugging, some keys may not map correctly, directionally keys will be out of sync as Android is mapped to a Direction Pad by default - 2.21 Full Production Release
- 2.22 Better support for the latest Android phones
The Engine will now detect the correct OpenGLES setting for your Android phone and apply the correct settings - 2.23 Now with Sound, supports olcPGE_MiniAudio https://github.com/Moros1138/olcPGEX_MiniAudio/ thanks @Moros1138
Updated EventManager::HandleInput to ensure Volume UP/Down/Mute, Camera and Power Buttons are released back to the OS after execution
- 2.24 iOS Beta support. Sensors not supported. Anything you develop for Android will work on the iOS
- 2.25 Corrected Fatal signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault, forgot to take (subtract) the 1
- 2.26 Updated olc_Configure to set OGLES_20 to use SDK 26->33. A big thanks you to @VasCoder for all his testing!!!!
- 2.27 Removed mutexTouchPoints from main engine thread, the engine will run as fast as possible now!!!
- 2.28 Correct onUserDestroy so that it is not called every frame. A Big thank you to @baderouaich.
Added OnLowMemoryWarning()