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

Sprite sheets


Sprite sheets underlie the basic functioning of many 2D animations. A better name for a sprite sheet might be a sprite (key) frame animation sequence, but it wouldn't be as easy to remember as the former. In essence, that's what it is, however—a collection of the (key) frames described in the previous section. Here, we can distinguish a number of different types of sprite sheets that result from the approaches described previously.

Full sequence

The most basic type of sprite sheet has the complete animation sequence (or sequences) captured for one or more sprites. These sequences can be generated from a hand in the form of pixel art, drawings, photographs, and renderings of 3D models. You can also use key frames as the basis for a full-sequence sprite sheet, performing tweening offline using tools such as the gimp-gap (Gimp animation package) plugin. This plugin is used with the Gimp image editor application to generate animation frames using input key frames. You can find the...