Book Image

Mastering AndEngine Game Development

By : Maya Posch
Book Image

Mastering AndEngine Game Development

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 (21 chapters)
Mastering AndEngine Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Extending classes


Much of AndEngine is implemented in Java, which means that we can implement our own features on top of AndEngine's existing functionality, or even override the said functionality with our own code. When we implemented the rendering of 3D meshes in Chapter 2, Replacing 2D Sprites with 3D Models, we used the existing functionality, including the rendering pipeline.

What we added there was an extension that triggered a new rendering pipeline, which would render the 3D meshes registered with it, to then set its changes back to the original state and return control to AndEngine's rendering pipeline. By implementing things in this manner, we added a significant feature to the engine without touching a single line of code.

The basic way in which class inheritance works is shown in the following graphic. A new class (B) derives from an existing class (A), while choosing to either use the existing methods in the original class (indicated by the linking arrow), or override them (no...