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
About the Author
About the Reviewers

Adding animations using entity modifiers

We used animations in Chapter 5, Basic Interactions, and in Chapter 6, Physics, we learned how to use the physics engine to move objects. We are going to use the same techniques from Chapter 5, Basic Interactions, to create simple animated effects and we will use them in the menu scene. We are going to cover entity modifiers in more detail here.

As we already learned, entity modifiers are used for tweening: changing a position, rotation, or size of an object from one state to another. We also know that the tweening can be linear, which means the same speed of change from state A to state B for the whole duration, or we can use easing functions to change the behavior of the tween.

Chaining modifiers

The entity modifiers can also be chained together. A sprite can rotate and move at the same time. There are two ways of chaining: parallel and sequence.

The following figure shows how parallel chaining looks. All the modifiers will run at the same time, but...