Learning AndEngine
If you are a beginner to AndEngine, or mobile game development in general, and you are looking for a simple way to start making games for Android, this book is for you. You should already know the basics of Java programming, but no previous game development experience is required.
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, England :
[Packt] Publishing
2014.
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Edición: | 1st edition |
Colección: | Community experience distilled
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628234206719 |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up an AndEngine Project; Prerequisites; Downloading and installing the required software; Downloading the Android SDK; Installing the Android SDK; Configuring the Eclipse IDE; Getting the AndEngine libraries; Selecting the correct branch; AndEngine repositories; Downloading the sources; Adding AndEngine to the Eclipse IDE; Creating a new application; Creating a simple Android application; Device configuration; Before Honeycomb
- Honeycomb until Ice Cream SandwichJelly Bean and later; Running the application; Adding AndEngine; Adding the required projects; Changing the GameActivity to an AndEngine activity; Running the application; Understanding resolution policies; FixedResolutionPolicy; FillResolutionPolicy; RelativeResolutionPolicy; RatioResolutionPolicy; CropResolutionPolicy; Summary; Chapter 2: Game Concept and Assets; The game concept; Identifying the basic entities; Getting the assets; Graphics; Graphic formats; The main character; The enemy; Platform and clouds; Putting it all together; Sounds and music
- Audio file formatsSound effects; Music; Scene diagram; Summary; Chapter 3: From Assets to Entities; Managing resources; Loading graphics; Bitmap texture format; Texture options; Creating the regions; Building the atlas; Texture and alpha bleeding; Texture bleeding; Alpha bleeding; Unloading graphics; Loading sounds and music; Unloading sounds and music; Loading fonts; Unloading fonts; Putting it all together; Entities; Scene; AbstractScene; GameScene; Background; Sprite, tiled sprite, and animated sprite; Main character; Player class; PlayerFactory class; Using the new entity and its factory
- Platforms and enemiesRunning the code; Summary; Chapter 4: HUD and Text Display; Fonts and text; Storing the font on a texture; Storing special characters and international alphabets; Workaround for unsupported languages; Other limitations of the font texture; Writing text; HUD; Working with toasts; Localization; Debug output; Logging to LogCat from AndEngine; Logging best practices; Summary; Chapter 5: Basic Interactions; A simple animation; An animated sprite; Entity modifiers; User input; Touchscreen; Touch events; The scene touch listener; The entity touch area; Touch area bindings
- AccelerometerPausing and resuming the accelerometer; Collision detection; Handling collisions; Collision handlers; The collidesWith method; Using correct threads to perform actions; Summary; Chapter 6: Physics; The physics engine; Basic terms; Body types; Fixtures; Shapes; Density; Friction; Elasticity; Sensor; The physics world; Forces and impulses; Joints; Adding physics; Adding a physics world; Introducing a collidable entity; Relation between physics bodies and entities; Adding a physics body to the player entity; Adding platforms; Controlling the player character
- Changing the gravity vector