v0.7.4b: cleaned up a few leftovers from new init logic

This commit is contained in:
Evan Debenham 2019-08-01 19:09:50 -04:00
parent 3e815a3165
commit 7885da4b99
6 changed files with 16 additions and 28 deletions

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@ -22,6 +22,8 @@ https://github.com/00-Evan/pixel-dungeon-gradle
# Compiling Shattered Pixel Dungeon
**Note that Shattered Pixel Dungeon is currently in the process of being converted to use the multiplatform game library LibGDX. The codebase is fully functional, but still contains some code which depends on Android, and so cannot be built for other platforms yet.**
To compile Shattered Pixel Dungeon you will need:
- A computer which meets the [system requirements for Android Studio](https://developer.android.com/studio#Requirements)
- (optional) a GitHub account to fork this repository, if you wish to use version control
@ -69,7 +71,7 @@ An APK (Android PacKage) is a file used to distribute Android applications. The
Note that APKs must be signed with a signing key. If you are making a small personal modification to Shattered Pixel Dungeon then your signing key is not important, but if you intend to distribute your modification to other people and want them to be able to receive updates, then your signing key is critical. The Android studio website has [a guide on signing keys.](https://developer.android.com/studio/publish/app-signing.html#opt-out)
Additionally, note that by default Shattered Pixel Dungeon uses R8 on release builds. R8 is a code optimizer which decreases the size of the APK and improves performance, but also makes error reports more difficult to read. You can disable R8 by setting minifyEnabled to false in 'core/build.grade'. If you wish to keep R8 enabled, you can learn more about it [here.](https://developer.android.com/studio/build/shrink-code)
Additionally, note that by default Shattered Pixel Dungeon uses R8 on release builds. R8 is a code optimizer which decreases the size of the APK and improves performance, but also makes error reports more difficult to read. You can disable R8 by setting minifyEnabled to false in 'android/build.grade'. If you wish to keep R8 enabled, you can learn more about it [here.](https://developer.android.com/studio/build/shrink-code)
#### 6. Distributing Your APK

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@ -21,9 +21,6 @@
package com.watabou.noosa;
import android.opengl.GLSurfaceView;
import android.os.SystemClock;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.watabou.glscripts.Script;
@ -76,9 +73,6 @@ public class Game implements ApplicationListener {
public static float elapsed = 0f;
public static float timeTotal = 0f;
protected GLSurfaceView view;
//protected SurfaceHolder holder;
protected static InputHandler inputHandler;
protected static PlatformSupport platform;
@ -150,7 +144,7 @@ public class Game implements ApplicationListener {
Gdx.gl.glFlush();
SystemTime.tick();
long rightNow = SystemClock.elapsedRealtime();
long rightNow = SystemTime.now;
step = (now == 0 ? 0 : rightNow - now);
now = rightNow;

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@ -21,7 +21,6 @@
package com.watabou.noosa;
import com.badlogic.gdx.Gdx;
import com.watabou.input.KeyEvent;
import com.watabou.utils.Signal;

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@ -21,12 +21,14 @@
package com.watabou.utils;
import com.badlogic.gdx.utils.TimeUtils;
public class SystemTime {
public static long now;
public static void tick() {
now = System.currentTimeMillis();
now = TimeUtils.millis();
}
}

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@ -7,6 +7,7 @@
# mapping file can be found in core/build/outputs/mapping after running a release build
-keepattributes SourceFile,LineNumberTable
# LibGDX stuff
-dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
-dontwarn com.badlogic.gdx.utils.GdxBuild
@ -14,15 +15,15 @@
-dontwarn com.badlogic.gdx.jnigen.BuildTarget*
-keepclassmembers class com.badlogic.gdx.backends.android.AndroidInput* {
<init>(com.badlogic.gdx.Application, android.content.Context, java.lang.Object, com.badlogic.gdx.backends.android.AndroidApplicationConfiguration);
<init>(com.badlogic.gdx.Application, android.content.Context, java.lang.Object, com.badlogic.gdx.backends.android.AndroidApplicationConfiguration);
}
-keepclassmembers class com.badlogic.gdx.physics.box2d.World {
boolean contactFilter(long, long);
void beginContact(long);
void endContact(long);
void preSolve(long, long);
void postSolve(long, long);
boolean reportFixture(long);
float reportRayFixture(long, float, float, float, float, float);
boolean contactFilter(long, long);
void beginContact(long);
void endContact(long);
void preSolve(long, long);
void postSolve(long, long);
boolean reportFixture(long);
float reportRayFixture(long, float, float, float, float, float);
}

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@ -21,29 +21,19 @@
package com.shatteredpixel.shatteredpixeldungeon.android;
import android.annotation.SuppressLint;
import android.app.Activity;
import android.app.AlertDialog;
import android.content.Intent;
import android.content.pm.ActivityInfo;
import android.content.pm.PackageManager;
import android.opengl.GLSurfaceView;
import android.os.Build;
import android.os.Bundle;
import android.telephony.PhoneStateListener;
import android.telephony.TelephonyManager;
import android.view.View;
import android.view.WindowManager;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
import com.watabou.noosa.Game;
import com.watabou.noosa.audio.Music;
import com.watabou.utils.DeviceCompat;
public class AndroidLauncher extends AndroidApplication {