Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Learning AndEngine
  • Table Of Contents Toc
  • Feedback & Rating feedback
Learning AndEngine

Learning AndEngine

By : Varga
4.8 (6)
close
close
Learning AndEngine

Learning AndEngine

4.8 (6)
By: 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 (13 chapters)
close
close
12
Index

Collision detection


One of the most basic interactions in games is a collision of two entities. There are several ways to detect collisions. In this chapter, we will cover basic entity collisions. The other popular methods are pixel-perfect collisions and physics engine collisions.

We are going to look at physics engine collisions in Chapter 6, Physics. There is an extension for pixel-perfect collisions as well, but it is unofficial and created for an older version of AndEngine.

The basic collision detection works with the underlying geometry. For example, a sprite is actually a texture drawn on a quad (two triangles). When creating sprites that will be a part of collision detection, we should take extra care about their bounding boxes.

Let's see a bad example of a bounding box. The following figure shows a texture that will be used to create a sprite:

The following figure shows how it will look when detecting collisions. The black bounding box is a boundary of the underlying geometries. The...

Visually different images
CONTINUE READING
83
Tech Concepts
36
Programming languages
73
Tech Tools
Icon Unlimited access to the largest independent learning library in tech of over 8,000 expert-authored tech books and videos.
Icon Innovative learning tools, including AI book assistants, code context explainers, and text-to-speech.
Icon 50+ new titles added per month and exclusive early access to books as they are being written.
Learning AndEngine
notes
bookmark Notes and Bookmarks search Search in title playlist Add to playlist font-size Font size

Change the font size

margin-width Margin width

Change margin width

day-mode Day/Sepia/Night Modes

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY

Submit Your Feedback

Modal Close icon
Modal Close icon
Modal Close icon