Book Image

Learning AndEngine

By : Martin Varga
Book Image

Learning AndEngine

By: Martin Varga

Overview of this book

AndEngine is a very popular open source OpenGL (open graphics library) Android game engine, used to create mobile games quickly while maintaining the ability to fully customize them. This book will guide you through the whole development process of creating a mobile game for the Android platform using one of the most popular and easy-to-use game engines available today. Beginning with the very basics, you will learn how to install AndEngine, gather graphics, add sound and music assets, and design game rules. You will first design an example game and enhance it by adding various features over the course of the book. Each chapter adds more colors, enhances the game, and takes it to the next level. You will also learn how to work with Box2D, a popular 2D physics engine that forms an integral part of some of the most successful mobile games. By the end of the book, you will be able to create a complete, interactive, and fully featured mobile game for Android and publish it to Google Play.
Table of Contents (19 chapters)
Learning AndEngine
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Adding music


Music is different from sounds in Android. While sound files are usually short and they are loaded into the memory, music files tend to be quite large and they are streamed from the storage and only a part of the music file is currently in memory. Also, only one music file can play at a single time.

The other problem with music files being quite large is that they take up valuable space. The APK archive is limited to 50 MB. While simple games tend to be much smaller, in resource-rich games the limit can be reached quite easily.

Tip

Up to two expansion files, 2 GB each, can be added to the game. You can learn more about expansion files at http://developer.android.com/google/play/expansion-files.html.

We have already loaded the music file in our game and now we only have to play it. Let's limit the music to the game scene only. However, first, we will write a small convenience class for playing music that will take into account our sound settings. We will call it MusicPlayer and it...