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OLC Pixel Game Engine 2.0 Mobile for Andriod Studio. Supports: Windows, Linux and MAC

License: GNU General Public License v3.0

CMake 0.04% C++ 16.17% C 83.78% Java 0.01%
android android-studio game-development game-engine olc olcpixelgameengine olcpgemobilevisualstudio

olcpgemobileandroidstudio's Introduction

OLC Pixel Game Engine Mobile 2.2.5 for Android Studio

!!! NOW WITH SOUND !!!

Supports olcPGEX_MiniAudio.h
https://github.com/Moros1138/olcPGEX_MiniAudio/ thanks @Moros1138

Supports: Windows, Linux and Apple MAC

This project supports Android devices
SDK 23 --> 33 and beyond

iOS is under development and will be released ASAP

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 rename this project please see:
Please see: How to rename an Android Studio Project for steps

To use the Project Template please see: currently creating this folks

Release 2.2.3 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

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