Admob intergration for android cocos2dx version4.0

Need help…

I wanted to integrate admob for android in my cocos2dx project,i’m using version-4.

I found all documentation that used “proj.android-studio/app/jni/Android.mk” this file,but in my project there is no android.mk file in that directory.is there any other way to do that?

please help!

firebase doucumentation link: Cocos2d-x  |  Firebase

You should be adding your libraries in the root CMakeLists.txt of your project.

Here is a previous post about this topic: https://discuss.cocos2d-x.org/t/cocos2d-x-v3-17-and-firebase-c-sdk/45596/8

I can’t understand how i add those libraries. Can you help me? This is my CmakeList.txt file—

#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:

# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.

# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# ****************************************************************************/

cmake_minimum_required(VERSION 3.6)

set(APP_NAME Ice_Cream_Shop)

project(${APP_NAME})

if(XCODE)
    if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
        SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
    endif()
endif()

if(NOT DEFINED BUILD_ENGINE_DONE) # to test Ice_Cream_Shop into root project
    set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
    set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)

    include(CocosBuildSet)
    add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()

# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)

set(GAME_RES_FOLDER
    "${CMAKE_CURRENT_SOURCE_DIR}/Resources"
    )
if(APPLE OR WINDOWS)
    cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()

# add cross-platforms source files and header files 
list(APPEND GAME_SOURCE
     Classes/AppDelegate.cpp
     Classes/GameManager.cpp
     Classes/MainMenuNode.cpp
     Classes/IceItemInfo.cpp
     Classes/IceNode.cpp
     Classes/IceCustomer.cpp
     Classes/IceHUD.cpp
     Classes/LevelLayer.cpp
     Classes/IcePauseScene.cpp
     Classes/GameOverScene.cpp
     Classes/sqlite3.c
     )
list(APPEND GAME_HEADER
     Classes/AppDelegate.h
     Classes/GameManager.h
     Classes/MainMenuNode.h
     Classes/IceItemInfo.h
     Classes/IceNode.h
     Classes/IceCustomer.h
     Classes/IceHUD.h
     Classes/LevelLayer.h
     Classes/IcePauseScene.h
     Classes/GameOverScene.h
     Classes/sqlite3.h
     )

if(ANDROID)
    # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
    set(APP_NAME MyGame)
    list(APPEND GAME_SOURCE
         proj.android/app/jni/hellocpp/main.cpp
         )
elseif(LINUX)
    list(APPEND GAME_SOURCE
         proj.linux/main.cpp
         )
elseif(WINDOWS)
    list(APPEND GAME_HEADER
         proj.win32/main.h
         proj.win32/resource.h
         )
    list(APPEND GAME_SOURCE
         proj.win32/main.cpp
         proj.win32/game.rc
         ${common_res_files}
         )
elseif(APPLE)
    if(IOS)
        list(APPEND GAME_HEADER
             proj.ios_mac/ios/AppController.h
             proj.ios_mac/ios/RootViewController.h
             )
        set(APP_UI_RES
            proj.ios_mac/ios/LaunchScreen.storyboard
            proj.ios_mac/ios/LaunchScreenBackground.png
            proj.ios_mac/ios/Images.xcassets
            )
        list(APPEND GAME_SOURCE
             proj.ios_mac/ios/main.m
             proj.ios_mac/ios/AppController.mm
             proj.ios_mac/ios/RootViewController.mm
             proj.ios_mac/ios/Prefix.pch
             ${APP_UI_RES}
             )
    elseif(MACOSX)
        set(APP_UI_RES
            proj.ios_mac/mac/Icon.icns
            proj.ios_mac/mac/Info.plist
            )
        list(APPEND GAME_SOURCE
             proj.ios_mac/mac/main.cpp
             proj.ios_mac/mac/Prefix.pch
             ${APP_UI_RES}
             )
    endif()
    list(APPEND GAME_SOURCE ${common_res_files})
endif()

# mark app complie info and libs info
set(all_code_files
    ${GAME_HEADER}
    ${GAME_SOURCE}
    )
if(NOT ANDROID)
    add_executable(${APP_NAME} ${all_code_files})
else()
    add_library(${APP_NAME} SHARED ${all_code_files})
    add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
    target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()

target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
        PRIVATE Classes
        PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)

# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
    set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")

    if(MACOSX)
        set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
    elseif(IOS)
        set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
        set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
    endif()

    # For code-signing, set the DEVELOPMENT_TEAM:
    #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
    cocos_copy_target_dll(${APP_NAME})
endif()

if(LINUX OR WINDOWS)
    cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
    cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()

Please format your post. Surround the code sections with 3 backtick characters before and after the code blocks, to get something like this:

    // Formatted text example

Other than that, the link in my previous post shows you exactly what to add to your CMakeLists.txt. If it doesn’t make sense, then read up on CMake to get a better understanding of how to use it.

Hello, What do you need? do you want add admob lib to cocos2d-x, Android and IOS? this link can help you, How to use Firebase in iOS games written in C++ | by Patrick Martin | Firebase Developers | Medium , you need to change a lot of files in android, I recommend you use android studio 4, and used the las version of Xcode. I did it so if you need more help please let me know