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

A simple animation


There are two ways of creating an animation. First, our sprite can give multiple frames and we animate the sprite by changing the frames in time. The second way is using tweens (short for in-between).

An animated sprite

The AnimatedSprite class is simply a tiled sprite with the added functionality to change tiles in time. Let's change the GameScene class temporarily to see how an animated sprite works. This is shown in the following code:

AnimatedSprite fly;

@Override
public void populate() {
  ...

  fly = new AnimatedSprite(240, 200, res.enemyTextureRegion, vbom);
  fly.animate(125);
  attachChild(fly);
}

The first line creates the animated sprite. It works exactly the same way as any other sprite. We simply specify the location on the screen, the tiled texture region, and the Vertex Buffer Object manager.

The animate() method starts the animation. It takes a single parameter or multiple parameters. The simplest way is to pass one float value that specifies for how long...