
為了彌補前失,所以小弟今天特意下載了一些支持XNA的廣告SDK,并且改進了XNA與LGame的交互機制,做成了程序示例放入C#版中(只顯示廣告條和FPS的空項目,方便套用),下面是微軟提供的Advertising廣告,以及第三方XNA廣告組件wp7adrotator和LGame的混用示例。
Advertising
using Loon; using Loon.Utils.Debug; using Loon.Core.Graphics; using Microsoft.Xna.Framework; using Microsoft.Advertising.Mobile.Xna; using System.Diagnostics; using System.Device.Location; using System; namespace LGameAd { /// <summary> /// 構建XNA監聽,用以展示廣告 /// </summary> public class ADListener : XNAListener { //Advertising測試用標記(微軟硬性規定,只有傳這個才能啟動Advertising測試) private static readonly string ApplicationId = "test_client"; //廣告單元ID(測試時只支持4種顯示模式,就是Image480_80、Image480_80、Image300_50、TextAd,正式ID后才能自定義。) private static readonly string AdUnitId = "Image480_80"; private DrawableAd bannerAd; //廣告驅動定位器(用來通過GPS/AGPS找到你手機的物理位置) private GeoCoordinateWatcher gcw = null; /// <summary> /// LGame監聽接口,用來監聽標準XNA中Game類的構建 /// </summary> /// <param name="game"></param> public void Create(Game game) { } /// <summary> /// LGame監聽接口,用來監聽標準XNA中Initialize的啟動 /// </summary> public void Initialize(Game game) { //初始化AdGameComponent組件,并將其添加到游戲中 AdGameComponent.Initialize(game, ApplicationId); game.Components.Add(AdGameComponent.Current); //創建一個新的廣告 CreateAd(game); } /// <summary> /// LGame監聽接口,用來監聽標準XNA中LoadContent的啟動 /// </summary> public void LoadContent(Game game) { } /// <summary> /// LGame監聽接口,用來監聽標準XNA中UnloadContent的啟動 /// </summary> public void UnloadContent(Game game) { } /// <summary> /// LGame監聽接口,用來監聽標準XNA中Updatet的調用(每幀循環時都會調用) /// </summary> public void Update(Game game, GameTime gameTime) { } /// <summary> /// LGame監聽接口,用來監聽標準XNA中Draw的調用(每幀循環時都會調用) /// </summary> public void Draw(Game game, GameTime gameTime) { } /// <summary> /// 創建廣告 /// </summary> private void CreateAd(Game game) { // 創建指定大小的廣告組件 int width = 480; int height = 80; // 定位到屏幕中央上方 int x = (game.GraphicsDevice.Viewport.Bounds.Width - width) / 2; int y = 5; bannerAd = AdGameComponent.Current.CreateAd(AdUnitId, new Rectangle(x, y, width, height), true); // 添加廣告事件監聽 bannerAd.ErrorOccurred += new EventHandler<Microsoft.Advertising.AdErrorEventArgs>(bannerAd_ErrorOccurred); bannerAd.AdRefreshed += new EventHandler(bannerAd_AdRefreshed); // 并不是立即激活廣告(在GPS定位成功后才激活) AdGameComponent.Current.Enabled = false; // 構建定位器 this.gcw = new GeoCoordinateWatcher(); // 監聽定位器活動 this.gcw.PositionChanged += new EventHandler<GeoPositionChangedEventArgs<GeoCoordinate>>(gcw_PositionChanged); this.gcw.StatusChanged += new EventHandler<GeoPositionStatusChangedEventArgs>(gcw_StatusChanged); this.gcw.Start(); } private void bannerAd_AdRefreshed(object sender, EventArgs e) { Log.DebugWrite("Ad received successfully"); } private void bannerAd_ErrorOccurred(object sender, Microsoft.Advertising.AdErrorEventArgs e) { Log.DebugWrite("Ad error: " + e.Error.Message); } private void gcw_PositionChanged(object sender, GeoPositionChangedEventArgs<GeoCoordinate> e) { this.gcw.Stop(); bannerAd.LocationLatitude = e.Position.Location.Latitude; bannerAd.LocationLongitude = e.Position.Location.Longitude; AdGameComponent.Current.Enabled = true; Log.DebugWrite("Device lat/long: " + e.Position.Location.Latitude + ", " + e.Position.Location.Longitude); } private void gcw_StatusChanged(object sender, GeoPositionStatusChangedEventArgs e) { if (e.Status == GeoPositionStatus.Disabled || e.Status == GeoPositionStatus.NoData) { AdGameComponent.Current.Enabled = true; Log.DebugWrite("GeoCoordinateWatcher Status :" + e.Status); } } /// <summary> /// LGame監聽接口,用來監聽標準XNA中Dispose的調用(游戲結束時才會調用到) /// </summary> public void Dispose(Game game, bool disposing) { if (disposing) { if (this.gcw != null) { this.gcw.Dispose(); this.gcw = null; } } } } public class Game1 : LFXPlus { public override void OnMain() { //加載LGame默認資源(不進行此操作,LGame內置的模擬按鈕之類功能無法使用) XNAConfig.Load("assets/loon.def"); //加載字體文件(此處是預編譯好的xnb文件,也可以加載Content下的) XNAFont = new LFont("assets", "black", 0, 20); //注冊AD監聽(標準XNA事件監聽) SetXNAListener(new ADListener()); //設定啟動參數 LSetting setting = new LSetting(); setting.fps = 60; setting.width = 480; setting.height = 320; setting.showFPS = true; setting.landscape = true; //注冊初始Screen Register(setting, typeof(ScreenTest)); } public override void OnGameResumed() { } public override void OnGamePaused() { } } }
然后,是利用wp7adrotator這個開源的第三方廣告組件,加載AdDuplex廣告(此物也支持Admob)。
using System; using System.Windows; using AdRotatorXNA; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Loon; using Loon.Core.Graphics; namespace AdRotatorExampleXNA { /// <summary> /// 創建XNA監聽器(稍微解釋一下LGame中所謂的XNA監聽器。本質上說,LGame-XNA版其實就是一個XNA的封裝馬甲。所以此監聽器的實際作用,就是 /// 在LGame處理完畢后,把XNA應有的操作權限在監聽中顯示出來罷了~) /// </summary> public class ADListener : XNAListener { public void Create(Game gamne) { } public void Initialize(Game game) { // 初始化廣告組件 AdRotatorXNAComponent.Initialize(game); //硬編碼的話就填下面這些 //AdRotatorXNAComponent.Current.PubCenterAppId = "test_client"; //AdRotatorXNAComponent.Current.PubCenterAdUnitId = "Image480_80"; //AdRotatorXNAComponent.Current.AdDuplexAppId = "0"; //AdRotatorXNAComponent.Current.InneractiveAppId = "DavideCleopadre_ClockAlarmNightLight_WP7"; //AdRotatorXNAComponent.Current.MobFoxAppId = "474b65a3575dcbc261090efb2b996301"; //AdRotatorXNAComponent.Current.MobFoxIsTest = true; //讀取配置文件的話就填下面這些(本例為讀取AdDuplex的測試廣告,AdRotator也支持Admob廣告) //定位廣告位置 AdRotatorXNAComponent.Current.AdPosition = new Vector2(0,720); //設定默認的廣告圖片 AdRotatorXNAComponent.Current.DefaultHouseAdImage = game.Content.Load<Texture2D>(@"Content/AdRotatorDefaultAdImage"); //當點擊默認廣告時,指向此操作。 AdRotatorXNAComponent.Current.DefaultHouseAdClick += new AdRotatorXNAComponent.DefaultHouseAdClickEventHandler(Current_DefaultHouseAdClick); //用以選擇廣告幻燈效果的彈出方向 AdRotatorXNAComponent.Current.SlidingAdDirection = SlideDirection.None; //選擇本地的廣告配置文件地址(針對不同的廣告商,此處配置效果不同,以具體廣告商提供的配置方式為準) AdRotatorXNAComponent.Current.DefaultSettingsFileUri = "defaultAdSettings.xml"; //設定遠程配置文件(可選項,非必填) AdRotatorXNAComponent.Current.SettingsUrl = "http://xna-uk.net/adrotator/XNAdefaultAdSettingsV2.xml"; //添加廣告組件到XNA畫面當中 game.Components.Add(AdRotatorXNAComponent.Current); } void Current_DefaultHouseAdClick() { try { MessageBox.Show("非常感謝您點了小弟的廣告^_^"); } catch { } } public void LoadContent(Game game) { } public void UnloadContent(Game game) { } public void Update(Game game,GameTime gameTime) { } public void Draw(Game game, GameTime gameTime) { } public void Dispose(Game game, bool close) { } } public class Game1 : LFXPlus { public override void OnMain() { //加載LGame默認資源(不進行此操作,LGame內置的模擬按鈕之類功能無法使用) XNAConfig.Load("content/loon.def"); //加載字體文件(此處是預編譯好的xnb文件 PS:當自定義資源文件夾命名為Content時, //打包后會自動和標準的Content文件夾合并,這里做個演示。另,Windows系統不區分文件 //名大小寫) XNAFont = new LFont("content", "black", 0, 20); //注冊AD監聽(標準XNA事件監聽) SetXNAListener(new ADListener()); //設定啟動參數 LSetting setting = new LSetting(); setting.fps = 60; setting.width = 480; setting.height = 320; setting.showFPS = true; setting.landscape = false; //注冊初始Screen Register(setting, typeof(ScreenTest)); } public override void OnGameResumed() { } public override void OnGamePaused() { } } }
雖然目前很多Ad廠商只提供了Silverlight的廣告SDK支持,但若考慮到國外第三方開發者的貢獻,其實幾乎所有常見WP7 Ad SDK(國外),都有辦法通過XNA進行部署,并不一定非要Silverlight支持。
——但是,國內的廣告商們似乎就沒這么好運了。
今天(周二)試驗了一下Silverlight+XNA混用,如預想中很好實現,目前已經添加了一個名為LSilverlight-0.3.3.dll的新編譯文件與相關源碼到WP7部分,等周五上傳后就能支持Silverlight了(不立即傳,是因為小弟目前版本多開(Java、C#、C/C++、HTML5(JS)),只能攢夠修正一起來-_-|||),具體寫法如下所示:
namespace LGameTest { using System.Windows; using System.Windows.Navigation; using Loon; using Loon.Core.Graphics; using Loon.Core.Input; using Loon.Core.Timer; using Loon.Core.Graphics.OpenGL; using Microsoft.Phone.Controls; public class ScreenTest : Screen { public override LTransition OnTransition() { return LTransition.NewEmpty(); } public override void OnLoad() { } public override void Alter(LTimerContext c) { } public override void Draw(GLEx g) { } public override void TouchDown(LTouch touch) { } public override void TouchDrag(LTouch e) { } public override void TouchMove(LTouch e) { } public override void TouchUp(LTouch touch) { } } //微軟硬性規定此處的PhoneApplicationPage必須是原始類,所以LGame在使用Silverlight時就只能采取如下加載方式了…… public partial class GamePage : PhoneApplicationPage { LSilverlightPlus plus; public GamePage() { InitializeComponent(); //加載Silverlight數據到LGame plus = LSilverlightPlus.Load(this, (Application.Current as App).Content, OnMain); } /// <summary> /// 初始化事件 /// </summary> /// <param name="plus"></param> public void OnMain(LSilverlightPlus plus) { //加載LGame默認資源(不進行此操作,LGame內置的模擬按鈕之類功能無法使用) XNAConfig.Load("assets/loon.def"); //加載字體文件(此處是預編譯好的xnb文件,也可以加載Content下的) plus.XNAFont = new LFont("assets", "black", 0, 20); //設定啟動參數 LSetting setting = new LSetting(); setting.fps = 60; setting.width = 480; setting.height = 320; setting.showFPS = true; setting.landscape = false; //注冊初始Screen plus.Register(setting, typeof(ScreenTest)); } protected override void OnNavigatedTo(NavigationEventArgs e) { if (plus != null) { plus.OnNavigatedTo(e); base.OnNavigatedTo(e); } } protected override void OnNavigatedFrom(NavigationEventArgs e) { if (plus != null) { plus.OnNavigatedFrom(e); base.OnNavigatedFrom(e); } } } }
為了能兼顧國內的第三方廣告商,所以小弟周五將添加Silverlight+XNA的混用類庫(其實代碼修改量很小,主要集中于渲染和輸入輸出接口部分,但小弟不做也不會憑空出現吧……望天……),到時會將上述修正一并上傳到SVN。
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