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Mastering AndEngine Game Development

Mastering AndEngine Game Development

By : Maya Posch
4.8 (4)
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Mastering AndEngine Game Development

Mastering AndEngine Game Development

4.8 (4)
By: Maya Posch

Overview of this book

AndEngine is a popular and easy-to-use game framework, best suited for Android game development. After learning the basics of creating an Android game using AndEngine it's time you move beyond the basics to explore further. For this you need to understand the theory behind many of the technologies AndEngine uses. This book aims to provide all the skills and tools you need to learn more about Android game development using AndEngine. With this book you will get a quick overview of the basics of AndEngine and Android application development. From there, you will learn how to use 3D models in a 2D scene, render a visual representation of a scene's objects, and create interaction between these objects. You will explore frame-based animations and learn to use skeletal animations. As the book progresses, you will be guided through exploring all the relevant aspects of rendering graphics with OpenGL ES, generating audio using OpenSL ES and OpenAL, making the best use of Android's network API, implementing anti-aliasing algorithms, shaders, dynamic lighting and much more. With all this, you will be ready to enhance the look and feel of your game with its user interface, sound effects and background music. After an in-depth study of 2D and 3D worlds and multi-player implementations, you will be a master in AndEngine and Android game development.
Table of Contents (16 chapters)
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15
Index

Debugging

As mentioned before, the easiest way to debug an Android application running on either a device or an AVD instance is to output debug messages to the log output (LogCat) so that they can be read via ADB. The API in Android for this purpose is the Log class. It uses various categories to distinguish between the importance of the messages, ranging from verbose to error.

For example, to output a debug string to LogCat, we use the following code in Java:

Log.d("AndEngineOnTour", "This is debug output.");

The first part is the tag for the application or class that we output from, and the second part is the actual message. The tag is used in filtering to, for example, only see the output from our own application. We can also use a filter on the log category.

When writing native code in C/C++ using the Native Development Kit (NDK), we may also want to use LogCat. Here, we just have to include one header and use a slightly modified function call, like this:

#include <android/log.h>
__android_log_print(ANDROID_LOG_DEBUG, "AndEngineOnTour", "This is debug output");

Finally, we can use a debugger. For Java, this is easy, with IDEs such as Eclipse/ADT offering ready-to-use debugging functionality with full integration. This allows easy debugging, adding of breakpoints, and the like. For native code, this is slightly more complex, as we have to resort to using gdb.

The gdb tool is part of the GNU Compiler Collection (GCC), which also contains the compiler used to compile the native code for an Android application. In this case, we want to use its gdb debugger to attach to the native code process on the Android device or AVD so that we can set breakpoints and otherwise monitor the execution.

For gdb to be able to work with such a process, we need to compile the native code with debug symbols enabled, and modify the Android manifest. This involves the following steps:

  • AndroidManifest.xml needs the android:debuggable="true" setting in the <application> tag
  • The Application.mk file needs APP_OPTIM := debug added
  • Finally, we use NDK_DEBUG=1 in the command that we use to build the native code

The NDK contains a script called ndk-gdb that automates the process of setting up gdb, but the essence of what is involved is that we need to push the gdbserver instance onto the device or AVD that we intend to debug on, and connect to this server remotely with gdb. The details of this procedure are beyond the scope of this book, however.

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