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

Playing sounds on events


The last thing that remains to be done to make the events feel more lively and real is to add sounds. We have prepared two sounds that we will play.

Just to refresh our memories, this is how we loaded the sounds in the ResourceManager class:

public class ResourceManager {
  ...
  //sounds
  public Sound soundFall;
  public Sound soundJump;
  ...
  public void loadGameAudio() {
    try {
      SoundFactory.setAssetBasePath("sfx/");
      soundJump = SoundFactory.createSoundFromAsset(activity.getSoundManager(), activity, "jump.ogg");
      soundFall = SoundFactory.createSoundFromAsset(activity.getSoundManager(), activity, "fall.ogg");
      
      MusicFactory.setAssetBasePath("mfx/");
      music = MusicFactory.createMusicFromAsset(activity.getMusicManager(), activity, "music.ogg");
    } catch (Exception e) {
      throw new RuntimeException("Error while loading audio", e);
    }     
  }
  ...
}

Playing the jump sound

The jump sound should happen on the player-platform...