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Gunho Lee committed May 15, 2019
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27 changes: 27 additions & 0 deletions .gitignore
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*.iml
*/.gradle
*/local.properties
**/.idea
.DS_Store
**/build
**/app/build
*/captures
**/.externalNativeBuild

bookviewer/cocos2d/*
!bookviewer/cocos2d/readme.txt

mainapp/cocos2d/*
!mainapp/cocos2d/readme.txt

seaworld/cocos2d/*
!seaworld/cocos2d/readme.txt


library/localized/en-us
library/localized/sw-tz

mainapp/Resources/*
!mainapp/Resources/readme.txt


46 changes: 46 additions & 0 deletions INSTALL.md
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## Installation steps for all the apps
Last updated: May 6, 2019

1. Install Android Studio 3.3.2 or later.
2. Download Android NDK 14.
3. Download the project's [_assets_](https://github.com/XPRIZE/GLEXP-Team-KitkitSchool/releases) folder.
4. Replace _cocos2d_ folder present in the _mainapp_, _bookviewer_ and _seaworld_ projects with the one present in the downloaded _assets_ folder.
5. Replace the _Resources_ folder in the _assets_ with the one present in _mainapp_ project. Ensure that only one locale specific folder is present in the _localize_ folder i.e., keep either _en-us_ or _sw-tz_ folder and the related files.
6. Open the application that you are trying to build in Android Studio. Select the build option under Build menu.
7. The build process may prompt you to install various dependencies related to the Android SDK and Build Tool. Make sure to install them.
8. If the application prompts you to update the _Gradle_ version used in the project, <ins>do not</ins> update it.
9. Install the applications from Android Studio using the _Run app_ option from the _Run menu_ or using the APK generated in _app/build/outputs/apk_ folder.

#### Note:
1. If any of the applications throw APK signing error then either comment the signing configuration from the app's gradle file or create your own _keystore_ file following the steps mentioned [here](https://developer.android.com/studio/publish/app-signing#generate-key).
2. _KitkitSchoolLogger_ module is shared among the projects.
3. Set the build variant to __debug__ for all project apps except for the _mainapp_ which is described in the fourth FAQ below.
4. There is no need to install _cocos_ application separately for these projects.

## FAQs
1. There is a cross mark on the app cofiguration button. How do I fix that?

>If there is a cross mark, the default/main activity of the application is not set for the project. Either go to _app/build/outputs/apk_ folder and install the APK which is generated right after the build process or set the start activity in the app configuration settings of the project.
2. How do I enable the _Build variant_ option in the _Build_ menu?
>The _Build variant_ option is enabled only when the module-level gradle file is opened.

3. The application throws _keystore_ file not found error. How do I fix this?

>A _keystore_ file is used to digitally sign an Android application, hence, it is not provided with the project. You must create your own _keystore_ file using the [Android keytool](https://developer.android.com/studio/publish/app-signing) that comes with the Android Studio in order to sign the APK.

4. How do I fix the mainapp application when it gives a runtime error related to the package name _com.enuma.xprize_?
> The runtime error related to the _com.enuma.xprize_ package is caused by an incorrect build variant setting for the application. Refer to the table below for the build variant settings.
>
> |<center>App name</center>| <center>Build variant<center>|
> |--------|--------------|
> |KitkitSchool|generalDebug-armeabi|
> |kitkitlogger|release|
> |libcocos2dx|debug|
> models|debug|

5. How do I fix NDK not found error?

> 1. Unzip the NDK folder.
> 2. Rename the unzipped folder to "ndk-bundle" and place it in the Android SDK root directory.
> 3. Ensure the _ndk-bundle_ folder contains the children files and folders.
201 changes: 201 additions & 0 deletions LICENSE
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