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

Managing multiple scenes

We need another manager class that will take care of switching the scenes. However, the code depends on the other scenes and, therefore, we are going to create the classes for the scenes first.

A splash scene

A typical splash scene shows a logo of the game maker. Sometimes, it also shows copyrights and can be split into multiple screens when there is a need to show multiple logos—typically the game author, the publisher, and sometimes the engine logo.

We are going to use the AndEngine logo. It is included in the source code of this chapter.

Updating the resource manager

Because we are using another resource, we need to update our ResourceManager class. This time, we are going to create a method for both loading and unloading the splash image.


In games that require a lot of resources, the graphics that are no longer used should be unloaded to prevent out of memory errors.

The following is the new code that we need to add:

// splash graphics
public ITextureRegion splashTextureRegion...