为了弥补前失,所以小弟今天特意下载了一些支持XNA的广告SDK,并且改进了XNA与LGame的交互机制,做成了程序示例放入C#版中(只显示广告条和FPS的空项目,方便套用),下面是微软提供的Advertising广告,以及第三方XNA广告组件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> /// 构建XNA监听,用以展示广告 /// </summary> public class ADListener : XNAListener { //Advertising测试用标记(微软硬性规定,只有传这个才能启动Advertising测试) private static readonly string ApplicationId = "test_client"; //广告单元ID(测试时只支持4种显示模式,就是Image480_80、Image480_80、Image300_50、TextAd,正式ID后才能自定义。) private static readonly string AdUnitId = "Image480_80"; private DrawableAd bannerAd; //广告驱动定位器(用来通过GPS/AGPS找到你手机的物理位置) private GeoCoordinateWatcher gcw = null; /// <summary> /// LGame监听接口,用来监听标准XNA中Game类的构建 /// </summary> /// <param name="game"></param> public void Create(Game game) { } /// <summary> /// LGame监听接口,用来监听标准XNA中Initialize的启动 /// </summary> public void Initialize(Game game) { //初始化AdGameComponent组件,并将其添加到游戏中 AdGameComponent.Initialize(game, ApplicationId); game.Components.Add(AdGameComponent.Current); //创建一个新的广告 CreateAd(game); } /// <summary> /// LGame监听接口,用来监听标准XNA中LoadContent的启动 /// </summary> public void LoadContent(Game game) { } /// <summary> /// LGame监听接口,用来监听标准XNA中UnloadContent的启动 /// </summary> public void UnloadContent(Game game) { } /// <summary> /// LGame监听接口,用来监听标准XNA中Updatet的调用(每帧循环时都会调用) /// </summary> public void Update(Game game, GameTime gameTime) { } /// <summary> /// LGame监听接口,用来监听标准XNA中Draw的调用(每帧循环时都会调用) /// </summary> public void Draw(Game game, GameTime gameTime) { } /// <summary> /// 创建广告 /// </summary> private void CreateAd(Game game) { // 创建指定大小的广告组件 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); // 添加广告事件监听 bannerAd.ErrorOccurred += new EventHandler<Microsoft.Advertising.AdErrorEventArgs>(bannerAd_ErrorOccurred); bannerAd.AdRefreshed += new EventHandler(bannerAd_AdRefreshed); // 并不是立即激活广告(在GPS定位成功后才激活) AdGameComponent.Current.Enabled = false; // 构建定位器 this.gcw = new GeoCoordinateWatcher(); // 监听定位器活动 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监听接口,用来监听标准XNA中Dispose的调用(游戏结束时才会调用到) /// </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() { //加载LGame默认资源(不进行此操作,LGame内置的模拟按钮之类功能无法使用) XNAConfig.Load("assets/loon.def"); //加载字体文件(此处是预编译好的xnb文件,也可以加载Content下的) XNAFont = new LFont("assets", "black", 0, 20); //注册AD监听(标准XNA事件监听) SetXNAListener(new ADListener()); //设定启动参数 LSetting setting = new LSetting(); setting.fps = 60; setting.width = 480; setting.height = 320; setting.showFPS = true; setting.landscape = true; //注册初始Screen Register(setting, typeof(ScreenTest)); } public override void OnGameResumed() { } public override void OnGamePaused() { } } }
然后,是利用wp7adrotator这个开源的第三方广告组件,加载AdDuplex广告(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> /// 创建XNA监听器(稍微解释一下LGame中所谓的XNA监听器。本质上说,LGame-XNA版其实就是一个XNA的封装马甲。所以此监听器的实际作用,就是 /// 在LGame处理完毕后,把XNA应有的操作权限在监听中显示出来罢了~) /// </summary> public class ADListener : XNAListener { public void Create(Game gamne) { } public void Initialize(Game game) { // 初始化广告组件 AdRotatorXNAComponent.Initialize(game); //硬编码的话就填下面这些 //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; //读取配置文件的话就填下面这些(本例为读取AdDuplex的测试广告,AdRotator也支持Admob广告) //定位广告位置 AdRotatorXNAComponent.Current.AdPosition = new Vector2(0,720); //设定默认的广告图片 AdRotatorXNAComponent.Current.DefaultHouseAdImage = game.Content.Load<Texture2D>(@"Content/AdRotatorDefaultAdImage"); //当点击默认广告时,指向此操作。 AdRotatorXNAComponent.Current.DefaultHouseAdClick += new AdRotatorXNAComponent.DefaultHouseAdClickEventHandler(Current_DefaultHouseAdClick); //用以选择广告幻灯效果的弹出方向 AdRotatorXNAComponent.Current.SlidingAdDirection = SlideDirection.None; //选择本地的广告配置文件地址(针对不同的广告商,此处配置效果不同,以具体广告商提供的配置方式为准) AdRotatorXNAComponent.Current.DefaultSettingsFileUri = "defaultAdSettings.xml"; //设定远程配置文件(可选项,非必填) AdRotatorXNAComponent.Current.SettingsUrl = "http://xna-uk.net/adrotator/XNAdefaultAdSettingsV2.xml"; //添加广告组件到XNA画面当中 game.Components.Add(AdRotatorXNAComponent.Current); } void Current_DefaultHouseAdClick() { try { MessageBox.Show("非常感谢您点了小弟的广告^_^"); } 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() { //加载LGame默认资源(不进行此操作,LGame内置的模拟按钮之类功能无法使用) XNAConfig.Load("content/loon.def"); //加载字体文件(此处是预编译好的xnb文件 PS:当自定义资源文件夹命名为Content时, //打包后会自动和标准的Content文件夹合并,这里做个演示。另,Windows系统不区分文件 //名大小写) XNAFont = new LFont("content", "black", 0, 20); //注册AD监听(标准XNA事件监听) SetXNAListener(new ADListener()); //设定启动参数 LSetting setting = new LSetting(); setting.fps = 60; setting.width = 480; setting.height = 320; setting.showFPS = true; setting.landscape = false; //注册初始Screen Register(setting, typeof(ScreenTest)); } public override void OnGameResumed() { } public override void OnGamePaused() { } } }
虽然目前很多Ad厂商只提供了Silverlight的广告SDK支持,但若考虑到国外第三方开发者的贡献,其实几乎所有常见WP7 Ad SDK(国外),都有办法通过XNA进行部署,并不一定非要Silverlight支持。
——但是,国内的广告商们似乎就没这么好运了。
今天(周二)试验了一下Silverlight+XNA混用,如预想中很好实现,目前已经添加了一个名为LSilverlight-0.3.3.dll的新编译文件与相关源码到WP7部分,等周五上传后就能支持Silverlight了(不立即传,是因为小弟目前版本多开(Java、C#、C/C++、HTML5(JS)),只能攒够修正一起来-_-|||),具体写法如下所示:
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) { } } //微软硬性规定此处的PhoneApplicationPage必须是原始类,所以LGame在使用Silverlight时就只能采取如下加载方式了…… public partial class GamePage : PhoneApplicationPage { LSilverlightPlus plus; public GamePage() { InitializeComponent(); //加载Silverlight数据到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) { //加载LGame默认资源(不进行此操作,LGame内置的模拟按钮之类功能无法使用) XNAConfig.Load("assets/loon.def"); //加载字体文件(此处是预编译好的xnb文件,也可以加载Content下的) plus.XNAFont = new LFont("assets", "black", 0, 20); //设定启动参数 LSetting setting = new LSetting(); setting.fps = 60; setting.width = 480; setting.height = 320; setting.showFPS = true; setting.landscape = false; //注册初始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); } } } }
为了能兼顾国内的第三方广告商,所以小弟周五将添加Silverlight+XNA的混用类库(其实代码修改量很小,主要集中于渲染和输入输出接口部分,但小弟不做也不会凭空出现吧……望天……),到时会将上述修正一并上传到SVN。
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