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
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