关于在WP7的XNA开发模式中引入广告(Ad)
昨天小弟发现自己犯了个很严重的错误,那就是LGame的C#版启动类,在默认情况下没有调用父类Game的base.Update和base.Draw(base相当于Java版的super),导致XNA本身的渲染机制无法生效(LGame本身的渲染是正常的,缺了此两项,只是意味着引入XNA组件时,相关的XNA组件不会被渲染,操作也不会被执行罢了……),连累着插入XNA的广告组件也无法显示(话说改下源码,在相关函数重载部分调用上述两项就会正常了)~

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**广告(在GPS定位成功后才**)
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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下面顺手发个微软与苹果平板发布时的对比视频,话说55秒开始神作了。