Play rejects duplicate versionCodes. First release since the workflow was pointed at the closed testing track, so this tag doubles as the check that "alpha" is the right track id.
Lô tô — Android (Capacitor wrapper)
Fully-offline Android wrapper around the web/ SvelteKit PWA. All
assets — HTML, JS, CSS, and 184 voice MP3s — are bundled into the APK at build
time. No network is required at runtime.
Note: the previous native Kotlin/Compose port lives in git history at the commit titled
docs: add post-implementation todo listand earlier. This is now a thin wrapper overweb/; the web app evolves and we rebuild + ship.
How it works
../web/
└── npm run build → ../web/build/ (SvelteKit static output)
↓
npx cap sync
↓
android/app/src/main/assets/public/ (bundled into APK)
↓
WebView serves https://localhost/* off-disk
Capacitor's bridge serves the bundled site from https://localhost, which is
loopback only (no INTERNET permission requested). Workbox precache, IndexedDB,
and the <audio> element all work offline.
Stack
- Capacitor 8 (Android wrapper)
- Web app in
web/: SvelteKit 2 + Vite 8 +@sveltejs/adapter-static+@vite-pwa/sveltekit - minSdk 24 · targetSdk 36 · JDK 21 · Node 24 (Capacitor 8 requires the first two)
Setup
git clone https://github.com/tiennm99/loto.git
cd loto/android
npm ci
npm run build # builds web/ + cap sync into android/
Build
Debug APK
npm run build # build web/ + cap sync (must run after any web/ change)
npm run assemble:debug # → android/app/build/outputs/apk/debug/app-debug.apk
Release AAB + APK (signed)
export LOTO_KEYSTORE_PATH=$HOME/.android/miti99-apps.p12
export LOTO_KEYSTORE_PASSWORD=<store-password>
export LOTO_KEY_ALIAS=<key-alias>
export LOTO_KEY_PASSWORD=<key-password>
npm run build
npm run assemble:release
# → android/app/build/outputs/{apk/release/*.apk, bundle/release/*.aab}
Open in Android Studio
npx cap open android
Picking up web/ changes
web/ and android/ live in the same repository, so there is no pin to bump —
rebuild and re-sync after any change under web/:
npm run build # rebuild web/ + re-sync into android/
Why no INTERNET permission?
The whole web build (HTML, JS, CSS, fonts, manifest, icons, all 184 MP3s)
ships inside the APK. The WebView loads from https://localhost, which is
loopback. No remote fetches happen at runtime, so the permission is omitted —
this makes "fully offline" a hard guarantee, not a convention.
If you ever add a remote feature (analytics, sync, etc.), add this back to
android/app/src/main/AndroidManifest.xml:
<uses-permission android:name="android.permission.INTERNET" />
Permissions
| Permission | Why |
|---|---|
VIBRATE |
Haptic feedback when a player taps a cell. A WebView app must declare this itself for navigator.vibrate() to work — in a browser, Chrome holds the permission on the page's behalf, which is why the web build needs no equivalent. Normal permission: no runtime prompt, no Play data-safety impact. |
No INTERNET — see above.
Android-specific behaviour
These exist because the wrapper differs from a browser tab. All three are invisible when testing the web app on a desktop.
Screen stays awake during a round. Auto-call advances on a timer with no
touch input, so a full round can run 15 minutes untouched — long enough for the
display to sleep and the WebView to throttle its interval. MasterPanel holds a
Screen Wake Lock while a round is live (web/src/lib/wake-lock.js). Android
drops the lock whenever the page hides, so the module re-acquires on
visibilitychange. Player-only mode never takes a lock; those screens stay
awake from the user's own taps.
Back closes overlays, then confirms exit. Android 16 (targetSdk 36) no
longer calls onBackPressed() nor dispatches KEYCODE_BACK, so
MainActivity registers an OnBackPressedCallback instead. Each open overlay
pushes one history entry (web/src/lib/overlay-history.js), so "the WebView can
go back" means exactly "an overlay is open": back closes the bingo modal or the
settings sheet, and only at the root does it ask before quitting. Browsers get
the same overlay behaviour for free.
Board text size is app-controlled. The player card is a fixed 9-column grid
that clips at large system font scales, so MainActivity pins the WebView's
textZoom to 100. Taking the system control away obliges replacing it: Settings
→ Cỡ chữ bảng scales the board numbers instead. The two ship together — if
one is ever removed, remove both.
Running on BlueStacks / NoxPlayer / Android emulators
The APK has no native libraries (lib/ is empty), so it's architecture-
independent — same APK installs on x86_64 emulators and ARM phones.
- Download the APK from the Actions artifact (debug) or Releases (signed).
- Drag-drop the APK onto the BlueStacks window, or use Install APK from the sidebar.
- Launch "Lo To" from the BlueStacks home screen.
If the app shows a blank white screen on first launch, open chrome://inspect on the host machine while BlueStacks is running, click Inspect on the WebView, and check the console — the WebView debugging is enabled in debug builds (Capacitor default behavior, no INTERNET permission needed because chrome://inspect uses ADB).
Manifest declares touchscreen, faketouch, screen.portrait, and
screen.landscape as optional so the Play Store and emulators don't
filter the app out.
CI / CD
Workflows live at the repository root in .github/workflows/.
| Workflow | Trigger | Result |
|---|---|---|
ci (android-debug job) |
push to main, any PR touching web/ or android/ |
unsigned debug APK uploaded as artifact |
android-release |
tag v*.*.* |
tests, then signed AAB + APK attached to GH Release |
Both cap sync a web bundle into android/android/, then run Gradle there.
They differ in where the bundle comes from: the android-debug job downloads
the artifact ci already built, so web/ is never built twice in one run,
while android-release builds web/ itself from the tagged tree. Neither
runs npm run build in android/ — that script would rebuild web/.
Toolchain setup is shared through the composite actions
.github/actions/setup-web and .github/actions/setup-android.
GitHub Secrets (release only)
| Secret | Required for | Description |
|---|---|---|
KEYSTORE_BASE64 |
signed build | base64 -w0 miti99-apps.p12 |
KEYSTORE_PASSWORD |
signed build | Keystore password |
KEY_ALIAS |
signed build | Key alias |
KEY_PASSWORD |
signed build | Key password |
PLAY_SERVICE_ACCOUNT_JSON |
Play Store auto-publish (optional) | Full JSON content of Google Cloud service account key |
Never commit *.jks, *.keystore, *.p12, service-account JSON, or .env.
Google Play Store
One-time manual setup (cannot be automated)
- Sign up at play.google.com/console ($25 one-time)
- Create the app entry with package name
com.miti99.loto - Build a signed AAB (
npm run assemble:releaselocally, or push av*.*.*tag to useandroid-release.yml) and upload manually to the Internal Testing track via the Play Console UI — Google requires the first upload to be manual - Fill out store listing: icon (512×512), feature graphic (1024×500), 2–8 screenshots, short + full description, category, content rating, target audience, privacy policy URL (host on GH Pages), data safety form (declare "No data collected" since the app is offline)
- Submit for review (1–7 days first time)
Auto-publish setup (after first manual upload)
See docs/play-store-publishing.md for the
full walkthrough: service-account creation, granting Play Console permissions,
setting the GitHub secrets (bash + PowerShell commands), cutting a release,
and troubleshooting. Short version: once PLAY_SERVICE_ACCOUNT_JSON is set,
every v*.*.* tag builds a signed AAB + APK, attaches both to a GitHub
Release, and uploads the AAB to the Play Console closed testing track
(alpha), which is the one whose testers count toward production access.
Promote closed → open → production via the Play Console UI (or change
tracks: in android-release.yml to automate further).
Important: every release must increment versionCode in android/app/build.gradle before tagging — Play Console rejects duplicate versionCodes.
Tag a release:
git tag v1.0.0
git push origin v1.0.0
Version bump
- Edit
versionCodeandversionNameinandroid/app/build.gradle. - Commit, tag, push.
App ID
com.miti99.loto — set in capacitor.config.json and android/app/build.gradle.
Icons and splash
Launcher art is generated from web/static/icons/source.svg
— the same brand mark the web app and PWA use — not hand-maintained per
density. Resources:
| Resource | What |
|---|---|
mipmap-*/ic_launcher.png, ic_launcher_round.png |
Legacy icons, API ≤ 25 |
mipmap-*/ic_launcher_foreground.png |
Adaptive foreground; text sized to fit the 66% safe circle |
mipmap-*/ic_launcher_monochrome.png |
Android 13+ themed icons |
drawable/ic_launcher_background.xml |
Adaptive background, brand gradient as a vector |
drawable/splash.xml, drawable-night/splash.xml |
Splash, API < 31 |
values*/colors.xml → splash_background |
Splash colour, light + dark |
On API 31+ the splash comes from windowSplashScreenBackground /
windowSplashScreenAnimatedIcon in AppTheme.NoActionBarLaunch instead of the
drawable.
Regenerating requires Roboto Condensed on the rendering host; the font ships as
.woff in web/node_modules/@fontsource/roboto-condensed and has to be
converted to .ttf for rsvg-convert to see it.
Note:
source.svgsetsfont-size="240", which overflows the 512px canvas — the PNGs underweb/static/icons/are visibly clipped on both sides. The Android art is rendered at a corrected size. The web PWA icons still carry the original bug.
Audio
Bundled by the web app under web/static/audio/{hoai-my,nam-minh}/{1..90,cho,kinh}.mp3,
served by the wrapper from https://localhost/audio/.... No audio post-processing
on the Android side.
License
Apache-2.0 — see LICENSE at the repository root.