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


In this chapter, we learned how to work with multiple scenes. We have added a splash scene to show a logo, a menu scene that can alter the game settings and show the high score, and a loading scene to make the transition from one scene to another. We now also know how to load resources in the background and how to unload the unnecessary resources to free the memory.

Our game is now complete. It's not particularly pretty and the gameplay rules need a lot of tuning, but it works and it has all the essential features a simple game like this needs.

In the next chapter, we will look into polishing our game a little bit more. We will add music and a few special effects. We are going to use more animations, particle systems, and parallax background to add a 3D feeling to the game. Finally, we will learn a little bit about shaders—what they are and how they can make our game look better.