AndEngine for Android Game Development Cookbook
eBook - ePub

AndEngine for Android Game Development Cookbook

  1. 380 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

AndEngine for Android Game Development Cookbook

Book details
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Table of contents
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About This Book

In Detail

AndEngine is a broad 2D game engine which allows game developers, both experienced and inexperienced, to develop games for the Android platform with ease. Don't be fooled by the simplicity, though. As easy as it is to "pick up and go," AndEngine includes enough functionality to bring any type of 2D game world to life.

The "AndEngine for Android Game Development Cookbook" contains all of the necessary information and examples in order to build the games as you imagine them. The book's recipes will walk you through the various aspects of game design with AndEngine and provides detailed instructions on how to achieve some of the most desirable effects for your games.

The "AndEngine for Android Game Development Cookbook" begins with detailed information on some of the more useful structuring techniques in game design and general aspects of resource management. Continuing on, the book will begin to discuss AndEngine entities, including sprites, text, meshes, and more. Everything from positioning, to modifiers, and even tips on improving entity functionality with raw OpenGL capabilities. From here on, everything from applying physics to your game, working with multi-touch events and gestures, game optimization, and even an overview of the various AndEngine extensions will be covered.

The book has a widerange of recipes, from saving and loading game data, applying parallax backgrounds to create a seemingly 3D world, relying on touch events to zoom the game camera, taking screen-shots of the device's screen, and performance optimization using object pools. If physics-based games are more interesting to you, there's also a list of recipes ranging from controlling the world forces and calculating forces applied to bodies, creating destructible objects, and even creating rag-dolls.

Pong styled games were fun 35 years ago, but it is time to take your game to the next level with the AndEngine for Android Game Development Cookbook.

Approach

A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently

Who this book is for

"AndEngine for Android Game Development Cookbook" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development.

This book requires a working installation of eclipse and the required libraries, including AndEngine and its various extensions set up prior to working with the recipes.

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Yes, you can access AndEngine for Android Game Development Cookbook by Jayme Schroeder, Brian Broyles in PDF and/or ePUB format, as well as other popular books in Informatique & Programmation de jeux. We have over one million books available in our catalogue for you to explore.

Information

Year
2013
ISBN
9781849518987

AndEngine for Android Game Development Cookbook


Table of Contents

AndEngine for Android Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. AndEngine Game Structure
Introduction
Know the life cycle
Getting ready
How to do it…
How it works…
There's more…
The LayoutGameActivity class
The SimpleBaseGameActivity and SimpleLayoutGameActivity classes
The SimpleAsyncGameActivity class
Choosing our engine type
Getting ready
How to do it…
How it works…
Selecting a resolution policy
How to do it…
How it works…
Creating object factories
Getting ready
How to do it…
How it works…
Creating the game manager
Getting ready
How to do it…
How it works…
Introducing sounds and music
Getting ready
How to do it…
How it works…
There's more…
Music objects
Sound objects
Working with different types of textures
Getting ready
How to do it…
How it works…
There's more…
BuildableBitmapTextureAtlas
TiledTextureRegion
Compressed textures
See also
Applying texture options
Getting ready
How to do it…
How it works…
There's more…
Texture formats
See also
Using AndEngine font resources
Getting ready
How to do it…
How it works…
There's more…
See also
Creating the resource manager
Getting ready
How to do it…
How it works…
There's more…
See also
Saving and loading game data
Getting ready
How to do it…
How it works…
There's more...
2. Working with Entities
Introduction
Understanding AndEngine entities
How to do it...
How it works…
There's more...
Applying primitives to a layer
Getting ready…
How to do it…
How it works…
There's more...
See also
Bringing a scene to life with sprites
Getting ready…
How to do it…
How it works…
There's more...
Using OpenGL's dithering capability
See also
Applying text to a layer
Getting ready…
How to do it…
How it works…
There's more...
See also
Using relative rotation
Getting ready…
How to do it…
How it works…
Overriding the onManagedUpdate method
Getting ready…
How to do it…
How it works…
There's more…
Using modifiers and entity modifiers
Getting ready…
How to do it…
How it works…
AndEngine's modifiers
AndEngine's entity modifiers
There's more…
See also
Working with particle systems
Getting ready…
How to do it…
How it works…
Particle emitter selection
Particle initializer selection
Particle modifier selection
See also
3. Designing Your Menu
Introduction
Adding buttons to the menu
Getting ready…
How to do it…
How it works…
See also
Adding music to the menu
Getting ready…
How to do it…
How it works…
See also
Applying a background
How to do it..
How it works…
There's more...
The EntityBackground class
The SpriteBackground class
The RepeatingSpriteBackground class
See also
Using parallax backgrounds to create perspective
Getting ready…
How to do it…
How it works…
There's more…
See also
Creating our level selection system
Getting ready…
How to do it…
How it works…
Explaining the LevelSelector class
Explaining the LevelTile class
There's more…
See also
Hiding and retrieving layers
Getting ready…
How to do it…
How it works…
There's more...
See also
4. Working with Cameras
Introduction
Introducing the camera object
How to do it…
How it works…
Limiting the camera area with the bound camera
How to do it...
How it works...
See also
Taking a closer look with zoom cameras
How to do it...
How it works…
There's more…
See also
Creating smooth moves with a smooth camera
How to do it…
How it works…
See also
Pinch-zoom camera functionality
Getting started…
How to do it…
How it works…
See also
Stitching a background together
Getting started...
How to do it…
How it works…
See also
Applying a HUD to the camera
How to do it...
How it works…
Applying a controller to the display
Getting started...
How to do it…
How it works…
Coordinate conversion
How to do it…
How it works…
Creating a split screen game
Getting started…
How to do it…
How it works...
5. Scene and Layer Management
Introduction
Creating the scene manager
Getting ready...
How to do it...
How it works...
See also...
Setting up the resource manager for scene resources
Getting ready...
How to do it...
How it works...
See also...
Customizing managed scenes and layers
Getting ready...
How to do it...
How it works...
See also...
Setting up an activity to use the scene manager
Getting ready...
How to do it...
How it works...
See also...
6. Applications of Physics
Introduction to the Box2D physics extension
Getting ready...
How to do it...
How it works...
There's more...
See also
Understanding different body types
Getting ready...
How to do it...
How it works...
There's more...
See also
Creating category-filtered bodies
Getting ready...
How to do it...
How it works...
There's more...
See also
Creating multiple-fixture bodies
Getting ready...
How to do it...
How it works...
See also
Creating unique bodies by specifying vertices
Getting ready...
How to do it...
How it works...
See also
Using forces, velocities, and torque
Getting ready...
How to do it...
How it works...
There's more...
See also
Applying anti-gravity to a specific body
Getting ready...
How to do it...
How it works...
See also
Working with joints
Getting ready...
How to do it...
How it works...
There's more...
More joint types
The distance joint
The mouse joint
The prismatic joint
The pulley joint
The revolute joint
The weld joint
See also
Creating a rag doll
Getting ready...
How to do it...
How it works...
See also
Creating a rope
Getting ready...
How to do it...
How it works...
See also
Working with collisions
Getting ready...
How to do it...
How it works...
See also
Using preSolve and postSolve
Getting ready...
How to do it...
How it works...
See also
Creating destructible objects
Getting ready...
How to do it...
How it works...
See also
Raycasting
Getting ready...
How to do it...
How it works...
See also
7. Working with Update Handlers
Getting started with update handlers
Getting ready...
How to do it...
How it works...
See also
Attaching an update handler to an entity
Getting ready...
How to do it...
How it works...
There's more...
See also
Using update handlers with conditionals
Getting ready...
How ...

Table of contents

  1. AndEngine for Android Game Development Cookbook