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

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...