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This project is a part of The SOOMLA Framework, which is a series of open source initiatives with a joint goal to help mobile game developers do more together. SOOMLA encourages better game design, economy modeling, social engagement, and faster development.

Haven't you ever wanted an in-app purchase one liner that looks like this ?!

soomla::CCStoreInventory::sharedStoreInventory()->buyItem("[itemId]", NULL);


The master branch supports cocos2d-x v3.x. For cocos2d-x v2.x use cocos2dx-v2 branch.

Draw your attention this page covers integration of C++ based solutions. If you need information regarding JS solution follow the link:

May 21st, 2015: cocos2dx-v2 is no longer supported The branch will stay but won't be maintained. Starting to work on cocos2dx-v4 soon.

April 1st, 2015: v4.5 Event handlers replaced with Cocos2d-x event system (needs core update as well)

March 16, 2015: v4.4 Better integration for all Soomla modules in Cocos2d-x (needs core update as well)

December 01, 2014: v4.3.0 Work Without a Device! when working without a device, data is saved to UserDefault, you cannot test in-app purchases without a device

February 4, 2014: Added support for js-bindings.

October 28, 2013: iOS server side verification is added. This feature is not activated by default. learn more

cocos2dx-store is the Cocos2d-x flavor of SOOMLA's Store Module.

Economy Model

SOOMLA's Economy Model

Example Project

A simple example project to show you some basic usage of cocos2dx-store:

This example is still under development but it can give you a taste of the important aspects of the framework.


Pre baked zip:

From sources:

  • Clone this repository recursively: git clone --recursive
  • Run ./build_all from project directory
  • Take created binaries from build directory and use it!

Getting Started (With pre-built libraries)

If you want to develop with sources, refer to the "Working with Sources" section below.

If you didn't already, clone the Cocos2d-x framework from here, or download it from the Cocos2d-x website. Make sure the version you clone is supported by SOOMLA's cocos2dx-store (the tag is the version).

  1. Clone soomla-cocos2dx-core and cocos2dx-store into the extensions folder located at the root of your Cocos2d-x framework.

    $ git clone extensions/soomla-cocos2dx-core
    $ git clone extensions/cocos2dx-store
  2. cocos2dx-store uses a fork of the jansson library for JSON parsing. Clone it into the external directory at the root of your Cocos2d-x framework.

    $ git clone external/jansson
  3. Create your own implementation of CCStoreAssets that will represent the assets in your specific game. For a complete example refer to cocos2dx-store-example.

  4. Make sure to include the Cocos2dxStore.h header whenever you use any of the cocos2dx-store functions:

    #include "Cocos2dxStore.h"
  5. Initialize CCSoomla and CCSoomlaStore with the class you just created, a customSecret and other params:

    YourImplementationAssets *assets = YourImplementationAssets::create();
    __Dictionary *storeParams = __Dictionary::create();
     storeParams->setObject(__String::create("ExamplePublicKey"), "androidPublicKey");
     storeParams->setObject(__Bool::create(true), "testPurchases");
     storeParams->setObject(__Bool::create(true), "SSV");
     storeParams->setObject(__Bool::create(true), "verifyOnServerFailure");
    soomla::CCSoomlaStore::initialize(assets, storeParams);
    • Custom Secret - is an encryption secret you provide that will be used to secure your data.

    • Android Public Key - is the public key given to you from Google. (iOS doesn't have a public key).

    • Test Purchases - allows testing IAP on Google Play. (iOS doesn't have this functionality).

    • SSV - enables Fraud Protection. (in order to activate it in Google Play see the related section below).

    • verifyOnServerFailure - if you use Fraud Protection, optionally you set this param, if you want to get purchases automatically verified in case of network failures during the verification process.

    Choose the secret wisely. You can't change it after you launch your game! Initialize CCSoomlaStore ONLY ONCE when your application loads.

  6. You'll need to subscribe to store events to get notified about in-app purchasing related events. refer to the Event Handling section for more information.

The next steps are different according to which platform you're using.

Instructions for iOS

In your XCode project, perform the following steps:

  1. Add jansson (external/jansson/) to your project (just add it as a source folder, make sure to check "create group").

  2. For each of the following XCode projects:

    • Cocos2dXCore.xcodeproj (extensions/soomla-cocos2dx-core/).

    • Cocos2dXStore.xcodeproj (extensions/cocos2dx-store/).

      a. Drag the project into your project.

      b. Add its targets to your Build Phases->Target Dependencies.

      c. Add its .a files to Build Phases->Link Binary With Libraries.

    alt text

  3. Add the following directories to Build Settings->Header Search Paths (with the recursive option):

    • $(SRCROOT)/../cocos2d/extensions/soomla-cocos2dx-core/Soomla

    • $(SRCROOT)/../cocos2d/extensions/soomla-cocos2dx-core/build/ios/headers

    • $(SRCROOT)/../cocos2d/extensions/cocos2dx-store/Soomla

    alt text

  4. Add -ObjC to your project Build Settings->Other Linker Flags.

    alt text

  5. Make sure you have these 3 Frameworks linked to your XCode project: Security, libsqlite3.0.dylib, StoreKit.

That's it! Now all you have to do is build your XCode project and run your game with cocos2dx-store.

Instructions for Android

  1. Import cocos2dx-store module into your project's by adding the following:

    //Add this line along with your other LOCAL_WHOLE_STATIC_LIBRARIES
    LOCAL_WHOLE_STATIC_LIBRARIES += cocos2dx_store_static
    //Add this line at the end of the file, along with the other import-module calls
    $(call import-module, extensions/cocos2dx-store)  
  2. Add the following jars to your android project's classpath:

    From extensions/soomla-cocos2dx-core/build/android:

    • SoomlaAndroidCore.jar
    • Cocos2dxAndroidCore.jar
    • square-otto-1.3.2.jar

    From extensions/cocos2dx-store/build/android:

    • SoomlaAndroidStore.jar
    • Cocos2dxAndroidStore.jar
  3. Update your AndroidManifest.xml to include permissions and the SoomlaApp:

    <uses-permission android:name="android.permission.INTERNET"/>
    <uses-permission android:name=""/>
    <application ...

Select a Billing Service

SOOMLA's cocos2dx-store knows how to contact Google Play, Amazon Appstore, or Apple App Store for you and will redirect your users to their purchasing system to complete the transaction.

Google Play

  1. Add AndroidStoreGooglePlay.jar from extensions/cocos2dx-store/build/android/billing-services/google-play to your classpath:

  2. Update your AndroidManifest.xml:

    <uses-permission android:name=""/>
    <application ...
     <activity android:name="$IabActivity"
     <meta-data android:name="billing.service" android:value="google.GooglePlayIabService"/>
  3. Read our tutorial on how to define your in-app products in Google Play.

  4. Start IAB Service in background (optional)

    // Start Iab Service
    // Stop Iab Service

    This is not mandatory, your game will work without this, but we recommend it because it enhances performance. The idea here is to preemptively start the in-app billing setup process with Google's servers.

    In many games the user has to navigate into the in-game store, or start a game session in order to reach the point of making purchases. You want the user experience to be fast and smooth and prevent any lag that could be caused by network latency and setup routines you could have done silently in the background.

    Don't forget to close the Iab Service when your store is closed.

  5. In case you want to turn on Fraud Protection you need to get clientId, clientSecret and refreshToken as explained in Google Play Purchase Verification and use them like this:

    storeParams->setObject(__String::create(<YOU_CLIENT_ID>), "clientId");
    storeParams->setObject(__String::create(<YOUR_CLIENT_SECRET>), "clientSecret");
    storeParams->setObject(__String::create(<YOUR_REFRESH_TOKEN>), "refreshToken");


  1. Add in-app-purchasing-1.0.3.jar and AndroidStoreAmazon.jar from extensions/cocos2dx-store/build/android/billing-services/amazon to your classpath:

  2. Update your manifest:

    <receiver android:name = "" >
        <action android:name = ""
                android:permission = "" />
    <meta-data android:name="billing.service" android:value="amazon.AmazonIabService" />
  3. Read our tutorial on how to define your in-app products in the Amazon Appstore.

Apple App Store

  1. Read our tutorial on how to define your in-app products in the App Store.

  2. Use SOOMLA's Fraud Protection (Optional)

    As you probably know, fraud on IAP is pretty common. Hackers can crack their smartphones to think that a purchase was made when the payment isn't actually transferred to you. To help game developers with this issue, we created a verification server that you can use instantly through the framework.

    All you need to do is let cocos2dx-store know that you want to verify purchases. You can do this by passing an extra parameter to CCSoomlaStore:

    storeParams->setObject(Bool::create(true), "SSV");
    soomla::CCStoreService::initShared(assets, storeParams);

That's it! Now all you have to do is run the script and you can begin using cocos2dx-store in your game.

What's next? In App Purchasing.

When we implemented modelV3, we were thinking about ways that people buy things inside apps. We figured out many ways you can let your users purchase items in your game and we designed the new modelV3 to support 2 of them: CCPurchaseWithMarket and CCPurchaseWithVirtualItem.

  • CCPurchaseWithMarket is a CCPurchaseType that allows users to purchase a CCVirtualItem with Google Play or the App Store.
  • CCPurchaseWithVirtualItem is a CCPurchaseType that lets your users purchase a CCVirtualItem with another CCVirtualItem. For example: Buying a sword with 100 gems.

In order to define the way your various virtual items are purchased, you'll need to create your implementation of CCStoreAssets (the same one from step 5 in the Getting Started section above).

Here is an example:

Lets say you have a CCVirtualCurrencyPack you want to call TEN_COINS_PACK and a CCVirtualCurrency you want to call COIN_CURRENCY (TEN_COINS_PACK will hold 10 pieces of the currency COIN_CURRENCY):

#define COIN_CURRENCY_ITEM_ID "coin_currency"
#define TEN_COIN_PACK_ITEM_ID       "ten_coin_pack"
#define TEN_COIN_PACK_PRODUCT_ID    "10_coins_pack"  // this is the product id from the developer console

CCVirtualCurrency *COIN_CURRENCY = CCVirtualCurrency::create(

CCVirtualCurrencyPack *TEN_COIN_PACK = CCVirtualCurrencyPack::create(
    String::create("10 Coins"),
    String::create("A pack of 10 coins"),
    CCPurchaseWithMarket::create(String::create(TEN_COIN_PACK_PRODUCT_ID), Double::create(0.99))

Now you can use CCStoreInventory to buy your new currency pack:


And that's it! cocos2dx-store knows how to contact Google Play or the App Store for you and will redirect your users to the purchasing system to complete the transaction. Don't forget to subscribe to store events in order to get notified of successful or failed purchases (see Event Handling).

Storage & Meta-Data

CCStoreInventory and CCStoreInfo are important storage and metadata classes you should use when you want to perform all store operations:

  • CCStoreInventory is a convenience class to let you perform operations on CCVirtualCurrencies and CCVirtualGoods. Use it to fetch/change the balances of CCVirtualItems in your game (using their ItemIds!)
  • CCStoreInfo is where all meta data information about your specific game can be retrieved. It is initialized with your implementation of CCStoreAssets and you can use it to retrieve information about your specific game.

The on-device storage is encrypted and kept in a SQLite database. SOOMLA has a cloud-based storage service (The SOOMLA Highway) that allows this SQLite to be synced to a cloud-based repository that you define.

Example Usages

  • Get all the CCVirtualCurrencies:

    CCArray *vcArray = soomla::CCStoreInfo::sharedStoreInfo()->getVirtualCurrencies();
  • Give the user 10 pieces of a virtual currency with itemId "currency_coin":

    soomla::CCStoreInventory::sharedStoreInventory()->giveItem("currency_coin", 10);
  • Take 10 virtual goods with itemId "green_hat":

    soomla::CCStoreInventory::sharedStoreInventory()->takeItem("green_hat", 10);
  • Get the current balance of green hats (virtual goods with itemId "green_hat"):

    int greenHatsBalance = soomla::CCStoreInventory::sharedStoreInventory()->getItemBalance("green_hat");

Event Handling

SOOMLA lets you subscribe to store events, get notified and implement your own application specific behaviour to them.

Your behaviour is an addition to the default behaviour implemented by SOOMLA. You don't replace SOOMLA's behaviour.

SOOMLA uses the Cocos2d-x EventDispatcher to dispatch its own custom events. The names of such events are defined in CCStoreConsts, the received event has a __Dictionary set in its userData which holds all the meta-data for the event. You can subscribe to any event from anywhere in your code.

For example here's how to subscribe to the item purchased event:

cocos2d::Director::getInstance()->getEventDispatcher()->addCustomEventListener(soomla::CCStoreConsts::EVENT_ITEM_PURCHASED, CC_CALLBACK_1(ExampleScene::onItemPurchased, this));

Continuing the example, here's how you would handle and extract data from such an event:

void ExampleScene::onItemPurchased(cocos2d::EventCustom *event) {
  cocos2d::__Dictionary *eventData = (cocos2d::__Dictionary *)event->getUserData();
  soomla::CCPurchasableVirtualItem *purchasable = dynamic_cast<soomla::CCPurchasableVirtualItem *>(eventData->objectForKey(soomla::CCStoreConsts::DICT_ELEMENT_PURCHASABLE));
  cocos2d::__String *payload = dynamic_cast<cocos2d::__String *>(eventData->objectForKey(soomla::CCStoreConsts::DICT_ELEMENT_DEVELOPERPAYLOAD));

  // Use purchasable and payload for your needs

Each event has its own meta-data, see inline documentation in CCStoreEventDispatcher for more information.

Error Handling

Since Cocos2d-x doesn't support exceptions, we use a different method to catch and work with exceptions on the native side. All functions that raise an exception on the native side have an additional CCError** parameter to them. In order to know if an exception was raised, send a reference to CCError* to the function, and inspect it after running.

For example, if I want to purchase an item with the ItemID huge_sword, and check if all went well after the purchase, I would call CCSoomlaStore::buyItem(), like this:

soomla::CCError *err;
soomla::CCStoreInventory::sharedStoreInventory()->buyItem("huge_sword", &err);
if (err != NULL) {
    int code = err->getCode();
    switch code {
            // itemNotFoundException was raised
            // insufficientFundsException was raised
            // notEnoughGoodsException was raised

You can choose to handle each exception on its own, handle all three at once, or not handle the exceptions at all. The CCError parameter is entirely optional, you can pass NULL instead if you do not wish to handle errors, but remember, error handling is your responsibility. cocos2dx-store doesn't do any external error handling (i.e. error handling that uses CCError) for you.


You can enable debug logging in cocos2dx-store by setting SOOMLA_DEBUG in CCSoomlaUtils.h to true. Debug logging can also be enabled at build time by adding -DSOOMLA_DEBUG=1 to APP_CPPFLAGS in your on Android, or by setting SOOMLA_DEBUG=1 in your Build Settings' Preprocessor Macros on iOS.

If you want to see debug messages from android-store, set the logDebug variable in to true.

To see debug messages on iOS, make sure you have also DEBUG=1 in your Build Settings' Preprocessor Macros (for Debug only).

Working with sources

We try to do all our best to make your contributions as easy as it's possible. We prepared "sourced" environment for you if you wish to contribute in soomla projects. In order to get it you should:

  1. Fetch submodules of repositories, you can do it by recursively cloning them:

    $ git clone --recursive extensions/soomla-cocos2dx-core
    $ git clone --recursive extensions/cocos2dx-store

    or, if you have repositories already cloned, fetch the submodules with this command:

    $ git submodule update --init --recursive

    You should run this command in every repository.

  2. For iOS: Use sourced versions of Linked projects (extensions/soomla-cocos2dx-core/development/Cocos2dxCoreFromSources.xcodeproj, extensions/cocos2dx-store/development/Cocos2dxStoreFromSources.xcodeproj)

  3. For Android: You can use our "sourced" modules for Android Studio (or IntelliJ IDEA) (extensions/soomla-cocos2dx-core/development/Cocos2dxCoreFromSources.iml, extensions/cocos2dx-store/development/Cocos2dxStoreFromSources.iml), just include them to your project.

How to move from v4.3.x to v4.5.x?

Version 4.5.x is all about making the integration process on iOS and Android easier. If you are using v4.3.x and want to move to v4.4.x follow these steps:

  1. Pull the latest version to your extensions folder
  2. Remove any Soomla-related code in iOS ( and Android (Cocos2dxActivity), especially code related to ServiceManager and any other Services.
  3. In your AppDelegate.cpp:
    • Change soomla::CCServiceManager::getInstance()->setCommonParams(commonParams); to soomla::CCSoomla::initialize("customSecret");
    • Change soomla::CCStoreService::initShared(assets, storeParams); to soomla::CCSoomlaStore::initialize(assets, storeParams);
    • Remove any #includes to missing header files, you only need Cocos2dxStore.h
  4. Remove any reference to EventHandlers and subscribing through Soomla EventDispatchers, instead use the Cocos2d-x EventDispatcher to subscribe to events.
  5. When in doubt follow the cocos2dx-store-example`


SOOMLA appreciates code contributions! You are more than welcome to extend the capabilities of SOOMLA.

Fork -> Clone -> Implement -> Add documentation -> Test -> Pull-Request.

IMPORTANT: If you would like to contribute, please follow our Documentation Guidelines. Clear, consistent comments will make our code easy to understand.

SOOMLA, Elsewhere ...


Apache License. Copyright (c) 2012-2014 SOOMLA.

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