solutions-cloud-adventure-sample-android-client | Cloud Adventure is a mobile game application | Game Engine library

 by   GoogleCloudPlatform Java Version: Current License: Apache-2.0

kandi X-RAY | solutions-cloud-adventure-sample-android-client Summary

kandi X-RAY | solutions-cloud-adventure-sample-android-client Summary

solutions-cloud-adventure-sample-android-client is a Java library typically used in Telecommunications, Media, Telecom, Gaming, Game Engine, Firebase applications. solutions-cloud-adventure-sample-android-client has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However solutions-cloud-adventure-sample-android-client build file is not available. You can download it from GitHub.

Cloud Adventure is a mobile game application built entirely upon Google’s Cloud Platform. This package includes the Android client code. The client code contains game logic, and it calls the endpoints provided by the server. The setup instructions in this README are the same as the ones you will find in the corresponding App Engine server package. You will need both packages for this sample to work.

            kandi-support Support

              solutions-cloud-adventure-sample-android-client has a low active ecosystem.
              It has 25 star(s) with 21 fork(s). There are 45 watchers for this library.
              It had no major release in the last 6 months.
              There are 1 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of solutions-cloud-adventure-sample-android-client is current.

            kandi-Quality Quality

              solutions-cloud-adventure-sample-android-client has 0 bugs and 63 code smells.

            kandi-Security Security

              solutions-cloud-adventure-sample-android-client has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              solutions-cloud-adventure-sample-android-client code analysis shows 0 unresolved vulnerabilities.
              There are 4 security hotspots that need review.

            kandi-License License

              solutions-cloud-adventure-sample-android-client is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              solutions-cloud-adventure-sample-android-client releases are not available. You will need to build from source code and install.
              solutions-cloud-adventure-sample-android-client has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are available. Examples and code snippets are not available.
              solutions-cloud-adventure-sample-android-client saves you 1641 person hours of effort in developing the same functionality from scratch.
              It has 3643 lines of code, 205 functions and 42 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed solutions-cloud-adventure-sample-android-client and discovered the below as its top functions. This is intended to give you an instant insight into solutions-cloud-adventure-sample-android-client implemented functionality, and help decide if they suit your requirements.
            • Initialize this Activity
            • Build a friend invitation dialog
            • Write user handle to shared preferences
            • Called when a cloud message is received
            • Generate a notification
            • Create the view
            • Updates the Google client builder based on the configuration
            • Event handler
            • Reset the player s state
            • Initialize this Activity
            • Show the pre - game
            • Initialize view for fragmentplayer actions
            • Enter the examine event
            • Initialize view
            • Adds the score of a player
            • Create a new game
            • Sends a friend to the user
            • Initializes the view
            • Called from the player
            • Get a TextView at a specific position
            • Gets a TextView at a specific position
            • Set the custom state for this activity
            • Called when another player enters a game
            • Create the account
            • This is the main entry point
            • Called when the user has changed
            Get all kandi verified functions for this library.

            solutions-cloud-adventure-sample-android-client Key Features

            No Key Features are available at this moment for solutions-cloud-adventure-sample-android-client.

            solutions-cloud-adventure-sample-android-client Examples and Code Snippets

            No Code Snippets are available at this moment for solutions-cloud-adventure-sample-android-client.

            Community Discussions


            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...


            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().




            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:



            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:



            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            I'm currently attempting to create a first-person space flight camera.

            First, allow me to define what I mean by that.

            Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.

            What I have so Far

            So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:



            Answered 2022-Mar-02 at 23:15

            The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.

            The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).

            Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.

            It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.



            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:



            Answered 2022-Feb-19 at 01:11

            • The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
            • If you change the code to AddChild(copynode).Duplicate(); you can see it adds all 5 invisible nodes.



            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.

            I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.



            Answered 2022-Feb-13 at 13:14

            Don't #include "entity.h" from game.h and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.




            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.



            Answered 2022-Feb-10 at 07:54

            This is because of you are calling the spawn function from client. You should call it in server.



            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.

            Here is the enemy code:



            Answered 2022-Feb-06 at 03:20

            On your _on_PlayerBullet_body_entered you a body that has a reference to whatever the Area2D collided with, you can use it to communicate with it.

            For example, you can call a method on it. Which could, of course could be queue_free:



            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!



            Answered 2022-Jan-29 at 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:



            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:



            Answered 2022-Jan-21 at 00:26




            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.

            Is There Any Way To Make My Game Look Good Using In Ursana Engine?



            Answered 2021-Dec-11 at 20:32

            You have to add lights and also apply lit_with_shadows_shader to entities that will receive shadow.

            See more here:


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install solutions-cloud-adventure-sample-android-client

            You should have downloaded both the client and server sample code. Extract those files. 1) You should have set up the ADT plugin (see Downloads section) prior to this point. Select Window → Android SDK Manager in Eclipse. The Android SDK Manager window will pop up. Select this version of Android: * Android 4.2.2 (API 17) Under Tools, select: * Android SDK Tools * Android SDK Platform-tools * Android SDK Build-tools (revision 17) Under Extras, select: * Android Support Library * Google Cloud Messaging for Android. Install these packages. Note: you may use the latest versions beyond API 17, but be aware that this code sample was created using API 17. Also, Google Cloud Messaging for Android may show as deprecated if you use the newest version, since a new version was recently introduced. 2) Create the Android client project in Eclipse: select File → New → Project…​ and then select Android → Android Application Project. Input "CloudAdventure" as the Application Name. Input "" as the Package Name. Click through the rest of the setup, leaving the defaults as-is. 3) Create the App Engine backend project in Eclipse: right-click on the CloudAdventure project, and select Google → Generate App Engine Backend. You will need to enter in your API key and Project Number from the API project you created in the Creating and Setting up Projects section. Select App Engine version 1.8.1 or higher. This project was created using App Engine version 1.8.1. 4) In the newly-created Android client project: * Remove any pre-generated code under the src/ folder. Copy into the src/ folder the sample code from the downloaded CloudAdventure src/ folder. * Remove any pre-generated code under the res/ folder. Copy into the res/ folder the sample code from the downloaded CloudAdventure res/ folder. * Replace the root-level files with these 5 root-level files from the downloaded CloudAdventure code: > AndroidManifest.xml > ic_launcher-web.png > proguard-google-api-client.txt > proguard-project.txt > * Replacing the AndroidManifest.xml may cause Eclipse to prompt whether or not you want to accept the target changes. Select the "accept" or "OK" option. 5) In the newly-created App Engine project: * Remove any pre-generated code under the src/ folder. Copy into the src/ folder the sample code from the downloaded CloudAdventure-AppEngine src/ folder. * Leave the war/WEB-INF/ folder as it is, but remove the other pre-generated files under war/. Copy into the war/ folder the sample code from the downloaded CloudAdventure-Appengine war/ folder. 6) Generate your API library: right-click the App Engine project and select Google → Generate Cloud Endpoint Client Library. This will create an endpoint-libs/ folder in your Android client and add files there. If you run into any problems, check the Error Log View in Eclipse. Select Window → Show View → Error Log.


            Google Components: App Engine Cloud Endpoints Android.
            Find more information at:

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