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Implementing Google Play IAP code

From: Building and Monetizing Game Apps for Android

Video: Implementing Google Play IAP code

Let's write the code to add Google Play In-App Purchases to our game. Note that most of the code we'll be looking at I actually copied and pasted from the Android Billing Library. If you open up the Dungeons folder, go into source, all the way down to all the code, and if you open up Dungeons.java, Application.java, that's where I got the sample code. So any methods that I reference here, you'll find that in there, which should be especially helpful for those of you who don't have access to the Exercise Files. So let's go into Eclipse, and first I'm going to point out that I have imported all these robotmedia classes.

Implementing Google Play IAP code

Let's write the code to add Google Play In-App Purchases to our game. Note that most of the code we'll be looking at I actually copied and pasted from the Android Billing Library. If you open up the Dungeons folder, go into source, all the way down to all the code, and if you open up Dungeons.java, Application.java, that's where I got the sample code. So any methods that I reference here, you'll find that in there, which should be especially helpful for those of you who don't have access to the Exercise Files. So let's go into Eclipse, and first I'm going to point out that I have imported all these robotmedia classes.

So you will need to do that, and then scroll down, I created a property that's an AbstractBillingObserver called mBillingObserver, scroll down into onCreate and I set BillingController to debug, and then I set the configuration for the BillingController. And here, you can copy and paste this ObfuscationSalt code, but this is a special key that should be customized in random from you. So you can go in and edit these numbers if you're going to publish your app. I just copied this from the Dungeons project, so I'm not worried about it being unique because I'm not going to publish the version that you're looking at right now.

Then, I have my Public Key, and this is where you're going to need to paste in that Public Key that you've got from your Android developer account. I set the mBillingObserver = new AbstractBillingObserver, and then I am just saying that for each of these methods, I'm going to call onBillingChecked, onPurchaseStateChanged, onRequestPurchaseResponse, onSubscriptionChecked. So you'll need to implement those methods inside of this class. Register the observer, check for billing support, check for subscription support, and then I've implemented onDestroy, and in onDestroy, I unregister the BillingObserver.

I'm going to scroll down, and in the buyItem method, I run BillingController, requestPurchase, passing in me, that's the instance of moleitx, and then I pass in this string. Now, if you haven't already uploaded your app and created In-App Purchase you can actually still test that it works by testing for the purchase android.test.purchased. Of course if you created an In-App Purchase for your app, you want to pass in that string here; android.test.purchased will also automatically return true.

So as long as that billing service is running, then it's going to work. And then you can see how I've implemented most of these other delegate methods. I just have a log that explains what happened, I tagged it with IAP, and onRequestPurchaseResponse, I check to see if the response is equal to ResponseCode.RESULT_OK. If so, I unlock the skin. You can also define what you do when you check the billing, and when you check the subscription status. So you could see, it's not super complicated, and if you want more detailed code, you can look at the Dungeons sample and see what else you can do and what other methods you could implement to check for your In-App Purchases and to restore them.

But once you have this code set up and you run it on a device that has the latest version of Google Play, you'll be able to make In-App Purchases through Google Play.

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This video is part of

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Building and Monetizing Game Apps for Android

55 video lessons · 10654 viewers

Todd Perkins
Author

 
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  1. 5m 1s
    1. Welcome
      59s
    2. Using the exercise files
      2m 36s
    3. What you should know before starting this course
      25s
    4. Viewing the finished game
      1m 1s
  2. 19m 49s
    1. Understanding and downloading Cocos2d-x
      2m 16s
    2. Downloading the Android NDK
      1m 49s
    3. Creating a Cocos2d-x project template for Eclipse
      4m 51s
    4. Finishing the project template
      1m 4s
    5. Preparing Eclipse to use C++
      1m 9s
    6. Importing the project into Eclipse
      3m 48s
    7. Adding GLES 2.0 support to your emulator
      3m 45s
    8. Fixing additional compiler issues
      1m 7s
  3. 52m 7s
    1. Understanding scenes, layers, and sprites
      2m 16s
    2. Using scenes, layers, and sprites
      3m 58s
    3. Positioning sprites
      1m 4s
    4. Adjusting basic sprite properties
      5m 32s
    5. Handling touches
      3m 54s
    6. Accessing accelerometer data
      6m 7s
    7. Understanding Cocos2d actions
      2m 37s
    8. Working with sprite sheets
      4m 28s
    9. Creating simple frame animations
      3m 44s
    10. Setting a game to display in portrait mode
      54s
    11. Designing for multiple screens
      3m 20s
    12. Running Java code from C++
      5m 21s
    13. Running C++ code from Java
      3m 31s
    14. Using buttons
      3m 34s
    15. Playing audio
      1m 47s
  4. 17m 0s
    1. Viewing a flowchart of the game's core classes
      1m 25s
    2. Creating constants and editing the AppDelegate and Main classes
      4m 8s
    3. Building the GameButton class
      3m 38s
    4. Constructing the custom pop-up menu utility
      2m 52s
    5. Setting up the code in the MainMenu class
      2m 10s
    6. Making the Utils class
      2m 47s
  5. 53m 13s
    1. Adding the game layers and the background
      5m 41s
    2. Laying out moles in the Game class
      4m 45s
    3. Animating the moles
      5m 44s
    4. Displaying moles at a specified time interval
      4m 39s
    5. Handling touches in the game
      4m 11s
    6. Displaying the player's score
      4m 2s
    7. Handling misses
      6m 27s
    8. Controlling the number of moles on the screen
      2m 25s
    9. Adding sound
      2m 31s
    10. Enabling a pause feature
      5m 36s
    11. Displaying the game-over screen
      3m 13s
    12. Saving the player's high score
      3m 59s
  6. 6m 53s
    1. Preparing your game to support Google ads
      3m 14s
    2. Implementing Google ads in your game
      3m 39s
  7. 18m 9s
    1. Handling skins in your game code
      4m 55s
    2. Setting up in-app purchases (IAP) for an Amazon Appstore app
      3m 1s
    3. Implementing Amazon IAP code
      4m 11s
    4. Setting up IAP for Google Play
      2m 38s
    5. Implementing Google Play IAP code
      3m 24s
  8. 2m 56s
    1. Using the Cocos2d-x website
      1m 13s
    2. Viewing additional Android game development resources
      1m 43s
  9. 29s
    1. Goodbye
      29s

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