Cover image for AndEngine for Android Game Development Cookbook.
AndEngine for Android Game Development Cookbook.
Title:
AndEngine for Android Game Development Cookbook.
Author:
Schroeder, Jayme.
ISBN:
9781849518994
Personal Author:
Physical Description:
1 online resource (424 pages)
Contents:
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 to do it... -- How it works... -- See also -- Handling the removal of an entity from the game -- Getting ready... -- How to do it... -- How it works... -- See also -- Adding game timers -- Getting ready... -- How to do it...

How it works... -- See also -- Setting entity properties based on the time passed -- Getting ready... -- How to do it... -- How it works... -- There's more... -- See also -- 8. Maximizing Performance -- Introduction -- Ignoring entity updates -- How to do it… -- How it works… -- See also -- Disabling background window rendering -- Getting ready... -- How to do it... -- How it works... -- Limiting simultaneous sound streams -- How to do it... -- How it works… -- See also -- Creating sprite pools -- Getting started… -- How to do it… -- How it works… -- There's more… -- See also -- Cutting down render time with sprite groups -- Getting started… -- How to do it… -- How it works… -- There's more… -- See also -- Disabling rendering with entity culling -- How to do it… -- How it works… -- There's more… -- See also -- 9. AndEngine Extensions Overview -- Introduction -- Creating live wallpaper -- Getting ready -- How to do it… -- How it works… -- See also… -- Networking with the multiplayer extension -- Getting ready -- How to do it... -- How it works... -- Creating high-resolution graphics with SVG -- Getting ready -- How to do it... -- How it works… -- See also… -- Color mapping with SVG texture regions -- Getting ready -- How to do it... -- How it works… -- There's more… -- See also… -- 10. Getting More From AndEngine -- Loading all textures from a folder -- Getting ready... -- How to do it... -- How it works... -- See also -- Using textured meshes -- Getting ready... -- How to do it... -- How it works... -- See also -- Applying a sprite-based shadow -- Getting ready... -- How to do it... -- How it works... -- See also -- Creating a physics-based moving platform -- Getting ready... -- How to do it... -- How it works... -- See also -- Creating a physics-based rope bridge -- Getting ready... -- How to do it... -- How it works... -- See also.

A. Source Code for MagneTank.
Abstract:
A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. "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.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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