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    Android Midsommer Madness

    xbill June 8, 2026
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    This is a submission for the June Solstice Game Jam What I Built When it comes to Summar...


    published: true series: midsommer

    This is a submission for the June Solstice Game Jam

    What I Built

    <!-- Tell us about your game! What does it do and what was your intended goal? How does it relate to the challenge theme? -->

    When it comes to Summar Solstace - the place to be is Sweden. It is one of the highlights of the calendar.

    This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming!

    Now you can get it on the GO!

    Midsommer Madness now in as an Android APK!

    Code

    <!-- Show us the code! You can embed a GitHub repo directly into your post. -->

    GitHub repo is here:

    https://github.com/xbill9/midsommer-android

    {% embed https://github.com/xbill9/midsommer-android %}

    My Lingonberries are ripening- get to work!

    > explain how this android app works
    
      I will read the source code of the Android wrapper ( MainActivity.kt ) to see how it loads and executes the game.
    
    ● Read(/home/xbill/midsommer-android/app/src/main/java/com/midsommer/madness/MainActivity.kt) (ctrl+o to expand)
    
      I will view  app/build.gradle  to see how game assets are synced from the web root into the Android app directory
      during build time.
    
    ● Read(/home/xbill/midsommer-android/app/build.gradle) (ctrl+o to expand)
    
    ▸ Thought for 1s, 568 tokens
      Defining Core Architecture
      I will check the  AndroidManifest.xml  to see how the application settings and screen orientations are defined.
    
    ● Read(/home/xbill/midsommer-android/app/src/main/AndroidManifest.xml) (ctrl+o to expand)
    
      This Android application is built using a hybrid hybrid/web wrapper architecture. It allows you to develop the
      game using standard web technologies (HTML, CSS, JS) and package it as a native Android app that runs in full-
      screen landscape mode.
    
      Here is a breakdown of how the different parts work and coordinate:
      ──────
      ### 1. The High-Level Architecture
    
      The project consists of two main parts:
    
      • The Web Core: The game is implemented entirely in vanilla web technologies (index.html, game.js, and
      index.css) under the root folder.
      • The Android Wrapper: Located in the app folder, it is a native Kotlin Android application that loads
      the web assets inside a customized, hardware-accelerated  WebView .
      ──────
      ### 2. The Android Wrapper ( MainActivity.kt  &  AndroidManifest.xml )
    
      • Immersive Full-Screen: MainActivity.kt hides the status bar and navigation bar using Android's                  
      SYSTEM_UI_FLAG_IMMERSIVE_STICKY  mode. This ensures that the game runs in a distraction-free, full-screen canvas.
      • Landscape Lock: The AndroidManifest.xml locks the screen orientation to  landscape  and handles configuration
      changes dynamically so that rotating or resizing the screen doesn't restart the game.
      • WebView Configurations: The  WebView  settings are optimized for high-performance gaming:
          •  javaScriptEnabled = true  to allow game scripts to run.
          •  domStorageEnabled = true  and  databaseEnabled = true  to enable local storage and persistent save data (e.
          g. high scores).
          •  allowFileAccess = true  to load files locally from the APK assets.
          •  mediaPlaybackRequiresUserGesture = false  to allow audio/sound effects to play automatically.
      • Platform styling (CSS Class injection): When the page finishes loading, MainActivity.kt executes a small snippet
      of Javascript:  document.documentElement.classList.add('android-app'); . This allows the game's index.css to
      apply custom styles or adjust layouts specifically for the Android app wrapper.
      ──────
      ### 3. The Web Game Core
    
      • Game Loop: The gameplay loop in game.js is built around a fixed-timestep update loop (targeting 60Hz)
      using  requestAnimationFrame , rendering sprites and backgrounds directly onto an HTML  <canvas> .
      • Touch input: Features custom virtual touchscreen joysticks/buttons rendered on the screen for mobile play.
      • Procedural Audio: Rather than loading heavy audio assets, it utilizes the Web Audio API to procedurally
      synthesize sound effects and music on the fly.
      • Touch-to-resume audio: Android's  WebView  blocks audio contexts until the user interacts with the page. The
      game handles this by resuming or initializing the  AudioContext  on the first touch gesture.
      ──────
      ### 4. Build System & Asset Sync ( build.gradle )
    
      To prevent you from having to copy your web code into the Android folder every time you make a change, the Gradle
      build file automates this:
    
      1. Gradle Copy Task: The build.gradle defines a  copyGameAssets  task:
        tasks.register('copyGameAssets', Copy) {
            from "${project.rootDir}"
            into "${project.projectDir}/src/main/assets"
            include "index.html", "game.js", "index.css", "*.png"
        }
    
      2. Build Hook: This is bound to  preBuild  (build.gradle), running automatically before the Kotlin/Java files
      are compiled.
      3. Execution: When you run  make build-apk  or  ./gradlew assembleDebug , the latest web assets are automatically
      copied to  app/src/main/assets/  and compiled directly into the final Android APK.
    
    

    Tack so Mycket!

    How do you deploy this?

    > make help
    
      I will execute  make help  to see the available Makefile commands and targets configured for this project.
    
    ● Bash(make help) (ctrl+o to expand)
    
      Here is the output of the  make help  command, which lists the build and development controls available in the
      Makefile:
    
        ========================================================================
        🇸🇪  Midsommer Madness Build & Development Controls  🇸🇪
          ========================================================================
          Available commands:
            make dev          - Start the local web server for browser play
            make setup-sdk    - Download/configure Android SDK & cmdline-tools
            make build-apk    - Compile the Android App and build Debug APK
            make install-apk  - Install the compiled debug APK on a connected device/emulator
            make clean        - Clean Gradle build outputs and temporary caches
            make logcat       - Monitor application logs from connected Android device
          ========================================================================
    
    
    

    This is Fun! How do I add my own levels?

    > add a godis level where strung out kids throw lordagsgodis
    
    ▸ Thought for 2s, 525 tokens
      Considering Level Placement
      I will search for level ID checks referencing level 9 in game.js to prepare for adding a 10th level.
    
    ● Search(Search for lvl.id === 9 checks) (ctrl+o to expand)
      I will view lines 495 to 585 in game.js to inspect the current level configurations.
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    ▸ Thought for 2s, 1.8k tokens
      Sequencing the Levels
      I will view the  setLevelAudioMode  method in game.js to prepare for adding Level 3 "Lördagsgodis".
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will update the  setLevelAudioMode  method in game.js to map the scales and tempos for the 10-level
      layout.
    ● Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
      I will view the current level checks in  tickSequencer  inside game.js to prepare the next set of
      replacements.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will shift the level conditionals in the music sequencer  tickSequencer  method to accommodate the 10-level
      progression.
    ● Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
      I will view lines 920 to 935 of game.js to locate the exact Maypole check in  initLevel .
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will view lines 1060 to 1070 of game.js.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will view lines 1290 to 1300 of game.js.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will view lines 1360 to 1375 of game.js.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will view lines 1370 to 1385 of game.js.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will view lines 1460 to 1475 of game.js.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will update the level ID checks for the final Maypole level from  9  to  10  and register the candy-throwing
      kids target name in the HUD.
    ● Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
      I will view the start of the  levels  array in game.js to prepare the level insertion edit.
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will view lines 545 to 585 of game.js.
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
    ▸ Thought for 3s, 1.2k tokens
      Refining The Level Design
      I will update the  levels  array in game.js to insert Lördagsgodis as Level 3, shift subsequent level IDs,
      and re-calculate scores.
    ● Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
      I will view lines 950 to 985 of game.js to locate the  spawnEnemy  switch statement.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will view lines 985 to 1010 of game.js.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will add the  "kid"  case to the  spawnEnemy  switch block.
    
    ● Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
    ▸ Thought for 3s, 2.1k tokens
      Considering Projectile Design
      I will search for  class ZappaFan  in game.js to locate a suitable place to insert  CandyKid  and         
      Lordagsgodis .
    
    ● Search(Search for ZappaFan in game.js) (ctrl+o to expand)
    
      I will view lines 2120 to 2145 in game.js.
    
    ● Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
    
      I will insert the  CandyKid  and  Lordagsgodis  class definitions in game.js right after the  Drunkard 
      class.
    
    ● Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)
      I will view lines 275 to 325 of index.html.
    
    ● Read(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand)
    
      I will update index.html to add Level 3 Lördagsgodis to the sidebar levels tracker and update levels 4
      through 10.
    ● Edit(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand)
    
      I will run a syntax check on game.js using node to ensure the new classes and level configurations are
      syntax-error free.
    
    ● Bash(node -c game.js) (ctrl+o to expand)
      I will view lines 20 to 45 of game_overview.md to inspect the levels sequence list.
    
    ● Read(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand)
    
      I will update game_overview.md to describe the 10-level layout including Lördagsgodis.
    
    ● Edit(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand)
    
      I have successfully added the Lördagsgodis level to Midsommer Madness, featuring hyperactive, sugar-rushed
      children throwing Saturday candy at Sven!
    
    

    Summary of Changes

    1. Level Setup ( game.js ): • Inserted Lördagsgodis as game.js in the levels array, shifting following levels up to Level 10 (ABBA Disco). • Updated all final-level check logic throughout game.js from Level 9 to Level 10.

    2. Added CandyKid & Lordagsgodis Classes ( game.js ): • Defined game.js and game.js right after the Drunkard class. • Behavior: • CandyKid has high speed (1.8), low health (35), and throws sweets rapidly. • Kids shiver/vibrate rapidly on screen to depict their extreme sugar rush. • Lordagsgodis are fast-moving candy projectiles (round jelly drops, square sweet gel blocks, and candy star crosses) that rotate in flight and come in a variety of bright colors.

    3. Music & Audio: • Modified game.js to include a happy, hyperactive 150 BPM C Major chiptune track for Level 3 (Lördagsgodis). • Shifted level conditions in game.js to map Levels 8, 9, and 10 to their respective custom chiptune hooks.

    4. UI & Documentation: • renumerated the sidebar tracker list in index.html to show the 10-level layout. • Updated the level progression descriptions in game_overview.md.

    How I Built It

    <!-- Walk us through your technical approach and any interesting decisions you made along the way. -->

    First - let's give antigravity some skills:

    npx antigravity-awesome-skills
    
    # Antigravity CLI slash commands (agy): ~/.gemini/antigravity-cli/skills/<skill>/SKILL.md
    npx antigravity-awesome-skills --agy
    Need to install the following packages:
    [email protected]
    Ok to proceed? (y) 
    Cloning repository…
    Cloning repository at v12.1.0…
    Cloning into '/tmp/ag-skills-smWfsY'...
    remote: Enumerating objects: 7516, done.
    remote: Counting objects: 100% (7516/7516), done.
    remote: Compressing objects: 100% (5375/5375), done.
    remote: Total 7516 (delta 694), reused 5837 (delta 675), pack-reused 0 (from 0)
    Receiving objects: 100% (7516/7516), 33.68 MiB | 51.63 MiB/s, done.
    Resolving deltas: 100% (694/694), done.
    Note: switching to '43af20cbe0dc298c40ff709993d8b4f7b4a274b6'.
    
    You are in 'detached HEAD' state. You can look around, make experimental
    changes and commit them, and you can discard any commits you make in this
    state without impacting any branches by switching back to a branch.
    
    If you want to create a new branch to retain commits you create, you may
    do so (now or later) by using -c with the switch command. Example:
    
      git switch -c <new-branch-name>
    
    Or undo this operation with:
    
      git switch -
    
    Turn off this advice by setting config variable advice.detachedHead to false
    
    
    Installing for 1 target(s):
    
    Antigravity:
      Updating existing install at /home/xbill/.agents/skills…
      ✓ Installed to /home/xbill/.agents/skills
    
    Pick a bundle in docs/users/bundles.md and use @skill-name in your AI assistant.
    
    If Antigravity hits context/truncation limits, see docs/users/agent-overload-recovery.md
    
    For the agy CLI slash-command menu, install the Antigravity CLI layout with --agy.
    
    For clone-based installs, use scripts/activate-skills.sh or scripts/activate-skills.bat
    
    For Antigravity 2.0, OpenCode, or other .agents/skills installs, prefer a reduced install with --risk, --category, or --tags to avoid context overload.
    
    Example: npx antigravity-awesome-skills --path .agents/skills --category development,backend --risk safe,none
    Cloning repository…
    Cloning repository at v12.1.0…
    Cloning into '/tmp/ag-skills-Qc4vHc'...
    remote: Enumerating objects: 7516, done.
    remote: Counting objects: 100% (7516/7516), done.
    remote: Compressing objects: 100% (5375/5375), done.
    remote: Total 7516 (delta 694), reused 5837 (delta 675), pack-reused 0 (from 0)
    Receiving objects: 100% (7516/7516), 33.68 MiB | 37.49 MiB/s, done.
    Resolving deltas: 100% (694/694), done.
    Note: switching to '43af20cbe0dc298c40ff709993d8b4f7b4a274b6'.
    
    You are in 'detached HEAD' state. You can look around, make experimental
    changes and commit them, and you can discard any commits you make in this
    state without impacting any branches by switching back to a branch.
    
    If you want to create a new branch to retain commits you create, you may
    do so (now or later) by using -c with the switch command. Example:
    
      git switch -c <new-branch-name>
    
    Or undo this operation with:
    
      git switch -
    
    Turn off this advice by setting config variable advice.detachedHead to false
    
    
    Installing for 1 target(s):
    
    Antigravity CLI:
      ✓ Installed to /home/xbill/.gemini/antigravity-cli/skills
    
    Pick a bundle in docs/users/bundles.md and use @skill-name in your AI assistant.
    
    Restart agy and type /skills or /<skill-name> to load installed Antigravity CLI skills.
    
    

    Prize Category

    <!-- Are you submitting to any prize categories? Note and explain how each category applies (Best Google AI Usage, Best Ode to Alan Turing). If not, you can remove this section. -->

    Best Google AI Usage - Antigravity CLI

    <!-- Thanks for participating! -->

    Tags

    devchallengegamechallengegamedevantigravity

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