Index
A
- AbstractScene class / AbstractScene
- accelerometer
- using / Accelerometer
- pausing / Pausing and resuming the accelerometer
- resuming / Pausing and resuming the accelerometer
- access modes, preferences
- MODE_PRIVATE / Using preferences
- MODE_WORLD_READABLE / Using preferences
- MODE_WORLD_WRITEABLE / Using preferences
- MODE_MULTI_PROCESS / Using preferences
- actions
- performing, threads used / Using correct threads to perform actions
- activity lifecycle, Android application
- addEnemy() method / Adding enemies to the scene
- ADT
- about / Prerequisites
- alpha bleeding
- about / Texture and alpha bleeding, Alpha bleeding
- alpha channel settings
- about / Alpha channel settings
- alternatives, unsupported languages / Workaround for unsupported languages
- AndEngine
- prerequisites / Prerequisites
- software, downloading / Downloading and installing the required software
- URL / Getting the AndEngine libraries
- adding, to Eclipse IDE / Adding AndEngine to the Eclipse IDE
- adding, to Android application / Adding AndEngine
- logging to, LogCat from / Logging to LogCat from AndEngine
- AndEngineExamples
- about / AndEngine repositories
- URL / AndEngine repositories
- AndEngine libraries
- obtaining / Getting the AndEngine libraries
- AndEngineMultiplayerExtension / AndEngine repositories
- AndEnginePhysicsBox2DExtension / AndEngine repositories
- URL, for downloading / Downloading the sources
- AndEngine project
- Debug Draw, adding to / Adding Debug Draw to our AndEngine project
- AndEngine repositories
- branch, selecting / Selecting the correct branch
- about / AndEngine repositories
- AndEngineMultiplayerExtension / AndEngine repositories
- AndEngineExamples / AndEngine repositories
- sources, downloading / Downloading the sources
- Android application
- creating / Creating a simple Android application
- running / Running the application, Running the application
- AndEngine, adding / Adding AndEngine
- required projects, adding / Adding the required projects
- GameActivity, changing to AndEngine activity / Changing the GameActivity to an AndEngine activity
- activity lifecycle / Understanding the activity lifecycle
- Android Asset Studio
- URL / Creating the application
- Android SDK
- URL, for downloading / Downloading the Android SDK
- downloading / Downloading the Android SDK
- installing / Installing the Android SDK
- URL, for installation instructions / Installing the Android SDK
- URL, for file formats / Graphic formats
- animate() method
- about / An animated sprite
- examples / An animated sprite
- animated sprite
- about / Sprite, tiled sprite, and animated sprite, An animated sprite
- working / An animated sprite
- AnimatedSprite class
- about / An animated sprite
- animation
- creating, ways / A simple animation
- animation frames, character / The main character
- animations
- adding, entity modifiers used / Adding animations using entity modifiers
- application not responding (ANR) report
- about / Crash reports
- assert
- about / Logging best practices
- assets
- obtaining / Getting the assets
- URL, for list / Getting the assets
- assets, for game
- graphics / Graphics
- sounds / Sounds and music
- music / Sounds and music
- atlas
- building / Building the atlas
- attributes, log message
- Log Level / Debug output
- Time / Debug output
- PID / Debug output
- TID / Debug output
- Application / Debug output
- Tag / Debug output
- Text / Debug output
- Audacity
- URL, for downloading / Loading sounds and music
- audio file formats
- about / Audio file formats
- URL, for list / Audio file formats
- AutoParallaxBackground / Background
- autowrap
- about / Showing a message on game over
B
- background task
- about / The scene manager
- Back label, scene diagram / Scene diagram
- barebone Resource Manager
- creating / Managing resources
- BaseGameActivity class
- about / The BaseGameActivity class
- best practices, logging / Logging best practices
- bilinear interpolation
- about / Bilinear interpolation
- BitmapTextureAtlasTextureRegionFactory class
- used, for creating regions / Creating the regions
- bitmap texture format
- about / Bitmap texture format
- RGBA_8888 / Bitmap texture format
- RGBA_4444 / Bitmap texture format
- RGB_565 / Bitmap texture format
- BlackPawn builder, parameters
- atlas border spacing / Building the atlas
- source spacing / Building the atlas
- source padding / Building the atlas
- blending options, for source and destination parameters
- references / Creating a flying in the clouds effect
- BMP
- about / Graphic formats
- bodies
- properties / Basic terms
- relating, to entities / Relation between physics bodies and entities
- bodies, assembling from fixtures
- about / Assembling bodies from fixtures, Assembling the body
- empty body, creating / Creating an empty body
- head fixture / The head fixture
- torso, creating / Creating the torso
- legs, creating / Creating the legs
- Body class / Using forces
- body types
- about / Body types
- static body / Body types
- kinematic body / Body types
- dynamic body / Body types
- breakpoint
- about / Debugging crashes
- buildAnimations() method / The menu scene
- BuildConfig.DEBUG property / Logging best practices
C
- camera scene
- about / HUD
- category
- about / Category
- category
- example / Example of categories and masks
- category mask
- about / The category mask
- example / Example of categories and masks
- character
- animation frames / The main character
- chase camera
- about / The chase camera
- cleanEntities() method / Adding and removing platforms and enemies
- clearEntityModifiers() method / The scene touch listener
- collidable entity / Introducing a collidable entity
- collidesWith method
- about / The collidesWith method
- collision detection
- about / Collision detection
- player-platform collision / The player-platform collision
- player-enemy collision / The player-enemy collision
- collision filtering
- about / Collision filtering
- category / Category
- category mask / The category mask
- categories and masks example / Example of categories and masks
- group index / Group index
- collision handler
- implementing / Collision handlers
- collisions
- handling / Handling collisions
- about / Collisions
- detecting / Detecting collisions
- ColorMenuItemDecorator class / Settings
- ColorModifier / Modifiers
- commit() method / Using preferences
- community
- about / Getting in touch with the community
- references / Getting in touch with the community
- configuration, Eclipse IDE / Configuring the Eclipse IDE
- contact listener
- about / Detecting collisions
- ContactListener interface / Detecting collisions
- ContactListener interface, methods
- beginContact / Detecting collisions
- endContact / Detecting collisions
- preSolve / Detecting collisions
- postSolve / Detecting collisions
- coupling
- crashes
- debugging / Debugging crashes
- crash report
- about / Crash reports
- createHUD() method / HUD
- createMovingPlatform() method / Adding platforms
- createPlatform() method / Adding platforms
- Creative Commons licenses
- URL / Getting the assets
- Creative Commons Zero (CC-0) / Getting the assets
- CropResolutionPolicy
- about / CropResolutionPolicy
D
- Dalvik
- about / Prerequisites
- Dalvik Debug Monitor Server (DDMS) / Configuring the Eclipse IDE
- debug
- about / Logging best practices
- Debug class / Logging best practices
- Debug Draw
- about / The Box2D Debug Draw extension
- references / Adding Debug Draw to our AndEngine project
- using, in game / Using Debug Draw in a game
- debug output / Debug output
- DebugRenderer object / Using Debug Draw in a game
- DelayModifier / Modifiers
- density, fixtures / Density
- destroy() method / The scene manager
- device configuration
- about / Device configuration
- die() method / Playing the fall sound when the player's character dies
- Discrete Cosine Transformation (DCT) / Graphic formats
- dithering
- about / Background
- dynamic body / Body types
E
- ease functions
- about / Entity modifiers, Ease functions
- references / Ease functions
- Eclipse IDE
- configuring / Configuring the Eclipse IDE
- AndEngine, adding to / Adding AndEngine to the Eclipse IDE
- elasticity, fixtures / Elasticity
- empty body
- creating / Creating an empty body
- emulator
- game, running on / Using an emulator
- enableAccelerationSensor method / Accelerometer
- enemies
- adding, to scene / Adding enemies to the scene
- enemy character
- about / The enemy
- Enemy class / The Enemy class and EnemyFactory
- EnemyFactory / The Enemy class and EnemyFactory
- EngineOptions object, parameters
- fullscreen / The onCreateEngineOptions method
- screen orientation / The onCreateEngineOptions method
- resolution policy / The onCreateEngineOptions method
- camera / The onCreateEngineOptions method
- entities
- bodies, relating to / Relation between physics bodies and entities
- entities, for game
- about / Identifying the basic entities, Entities
- character / The main character
- enemy / The enemy
- platform / Platform and clouds, Platforms and enemies
- clouds / Platform and clouds
- scene / Scene
- background / Background
- sprite / Sprite, tiled sprite, and animated sprite
- tiled sprite / Sprite, tiled sprite, and animated sprite
- animated sprite / Sprite, tiled sprite, and animated sprite
- main character / Main character
- enemies / Platforms and enemies
- entity
- EntityBackground class / Background
- Entity class / Entities
- entity modifiers
- about / Entity modifiers
- examples / Entity modifiers
- used, for adding animations / Adding animations using entity modifiers
- chaining / Chaining modifiers
- selecting / Modifiers
- MoveModifier / Modifiers
- MoveByModifier / Modifiers
- ScaleModifier / Modifiers
- RotationModifier / Modifiers
- PathModifier / Modifiers
- DelayModifier / Modifiers
- entity touch area
- about / The entity touch area
- error
- about / Logging best practices
- event listeners
- about / Touchscreen
- events
- sound, playing on / Playing sounds on events
- expansion files
- references / Adding music
F
- factory
- fall sound
- playing, on player character's death / Playing the fall sound when the player's character dies
- FillResolutionPolicy
- about / FillResolutionPolicy
- FixedResolutionPolicy
- about / FixedResolutionPolicy
- fixtures
- about / Fixtures
- bodies, assembling from / Assembling bodies from fixtures
- fixtures, properties
- shapes / Shapes
- density / Density
- friction / Friction
- elasticity / Elasticity
- sensor / Sensor
- font
- about / Fonts and text
- loading / Fonts and text
- storing, on texture / Storing the font on a texture
- font.prepareLetters() method / Fonts and text
- FontFactory class / Loading fonts
- FontManager class / Fonts and text
- fonts
- loading / Loading fonts
- unloading / Unloading fonts
- font texture
- limitations / Other limitations of the font texture
- forces / Forces and impulses
- about / Basic terms
- using / Using forces
- fragments
- about / Shaders
- friction, fixtures / Friction
- friction joint
- about / The friction joint
G
- game
- initial concept, creating with graphic assets / Putting it all together
- restarting, after player character's death / Restarting the game after a player dies
- restarting, on tap / Restarting the game on tap
- testing, with production APK / Testing with the production APK
- testing, on multiple devices / Testing on multiple devices
- running, on emulator / Using an emulator
- publishing, to Google Play store / Publishing the game to the Google Play store
- publishing, to beta stage / Publishing to the beta stage first
- publishing, to production / Publishing to production
- feedback, after publishing / Next steps
- game, publishing to Google Play store
- application, creating / Creating the application
- GameActivity class / The BaseGameActivity class, The scene manager
- methods, modifying / Putting it all together
- game concept
- about / The game concept
- entities / Identifying the basic entities
- game events
- about / Game events
- chase camera / The chase camera
- platforms, adding / Adding and removing platforms and enemies
- platforms, removing / Adding and removing platforms and enemies
- enemies, removing / Adding and removing platforms and enemies
- enemies, adding / Adding and removing platforms and enemies
- player character's death, detecting / Detecting the player character's death
- score / Score
- wraparound concept / Wrapping the world around
- message, displaying on game over / Showing a message on game over
- GameScene class / GameScene, Working with toasts
- gear joint
- about / The gear joint
- Genymotion / Using an emulator
- getInstance() method / Managing resources
- getMediaPlayer() method / Life cycle of the media player
- getString() method / Localization
- getType() method / Adding a physics body to the player entity
- GIF
- about / Graphic formats
- Git
- about / Getting the AndEngine libraries
- Google Play store
- game, publishing to / Publishing the game to the Google Play store
- graphic formats
- about / Graphic formats
- graphics
- about / Graphics
- loading / Loading graphics
- unloading / Unloading graphics
- gravity vector
- changing / Changing the gravity vector
- group index
- about / Group index
H
- head fixture
- about / The head fixture
- Honeycomb version
- about / Before Honeycomb
- HUD
- working / HUD
I
- Ice Cream Sandwich version
- impulses / Forces and impulses
- using / Using impulses
- info
- about / Logging best practices
- installation, Android SDK / Installing the Android SDK
- Integrated Development Environment (IDE) / Prerequisites
- interactive testing tool
- references / Creating a fire and smoke effect
- international alphabets
- about / Storing special characters and international alphabets
- characters, from European languages / Characters from European languages
- Korean, Chinese, Japanese writing systems / Korean, Chinese, Japanese, and other similar writing systems
- internationalization (I18N)
- about / Localization
- interpolation
- about / Interpolation
- nearest-neighbor interpolation / Nearest-neighbor interpolation
- bilinear interpolation / Bilinear interpolation
- linear interpolation / Bilinear interpolation
- IOnMenuItemClickListener method / The menu scene
J
- Java ARchive (JAR) / Getting the AndEngine libraries
- Java Runtime Environment (JRE) / Prerequisites
- Jelly Bean version
- about / Jelly Bean and later
- joints
- about / Joints
- revolute joint / The revolute joint
- distance joint / The distance joint
- prismatic joint / The prismatic joint
- line joint / The line joint
- weld joint / The weld joint
- friction joint / The friction joint
- pulley joint / The pulley joint
- gear joint / The gear joint
- mouse joint / The mouse joint
- Joints / Joints
- JPEG
- about / Graphic formats
- jump sound
- playing / Playing the jump sound
K
- keystore / Creating a production APK
- kinematic body / Body types
L
- lazy loading
- about / Fonts and text
- libgdx
- about / Detecting collisions
- URL / Detecting collisions
- libraries, AndEngine
- obtaining / Getting the AndEngine libraries
- linear damping / Adding a physics body to the player entity
- linear interpolation
- about / Bilinear interpolation
- line joint
- about / The line joint
- loadFont() method / Storing the font on a texture
- loadGameGraphics() method / Shaders
- loading scene
- about / The loading scene
- localization (L10N)
- about / Localization
- LogCat
- about / Prerequisites, Configuring the Eclipse IDE, Debug output
- logging to, from AndEngine / Logging to LogCat from AndEngine
- logging
- best practices / Logging best practices
M
- makeText() method / Working with toasts
- media player
- about / Life cycle of the media player
- life cycle / Life cycle of the media player
- menu scene
- about / The menu scene
- MenuScene class
- about / The menu scene
- MenuSceneWrapper class
- about / The menu scene
- message
- displaying, on game over / Showing a message on game over
- methods, AbstractScene class
- populate() / AbstractScene
- destroy() / AbstractScene
- onBackKeyPressed() / AbstractScene
- modifier callback hooks
- mouse joint
- about / The mouse joint
- MoveByModifier / Modifiers
- MoveModifier / Modifiers
- multiple devices
- game, testing on / Testing on multiple devices
- multiple scenes
- managing / Managing multiple scenes
- music
- about / Sounds and music, Music, Adding music
- loading / Loading sounds and music
- unloading / Unloading sounds and music
- adding, to game / Adding music
- myEntityModifierListener class / Using correct threads to perform actions
N
- nearest-neighbor interpolation
- about / Nearest-neighbor interpolation
- Newton's laws of motion
- about / Basic terms
O
- objects, ResourceManager class
- activity / Managing resources
- engine / Managing resources
- vbom / Managing resources
- onAccelerationChanged method / Accelerometer
- onCreateEngineOptions method
- about / The onCreateEngineOptions method
- onCreate method / Understanding the activity lifecycle
- onCreateResources method
- about / The onCreateResources method
- onCreateScene method
- about / The onCreateScene method
- onDestroy method / Understanding the activity lifecycle
- onDraw() method / VerticalParallaxEntity
- onManagedUpdate() method / The collidesWith method, Adding a physics body to the player entity, Score
- onManagedUpdate method / Handling collisions
- onMenuItemClicked() method / The menu scene
- onModifierFinished() method / Using the modifier callback hooks
- onModifierStarted() method / Using the modifier callback hooks
- onPause() method / Pausing and resuming the accelerometer
- onPopulateScene method
- about / The onPopulateScene method
- onResume() method / Pausing and resuming the accelerometer
- onResume method / Understanding the activity lifecycle
- onStart method / Understanding the activity lifecycle
- onStop method / Understanding the activity lifecycle
- Open Game Art Bundle
- about / Getting the assets
- URL, for obtaining / Getting the assets
- OpenGL ES
- about / Selecting the correct branch
P
- packed integer
- about / Loading fonts
- ParallaxBackground / Background
- parallax background
- about / Parallax background
- creating / Creating a parallax background
- particle system
- about / Particle systems
- flying in clouds effect / Creating a flying in the clouds effect
- fire effect / Creating a fire and smoke effect
- smoke effect / Creating a fire and smoke effect
- PathModifier / Modifiers
- pause() method / Adding music
- physics
- adding / Adding physics
- world, adding / Adding a physics world
- collidable entity / Introducing a collidable entity
- bodies, relating to entities / Relation between physics bodies and entities
- platforms, adding / Adding platforms
- player character, controlling / Controlling the player character
- velocity, setting / Setting the velocity directly
- physics body
- adding, to player entity / Adding a physics body to the player entity
- physics engine
- about / The physics engine
- bodies / Basic terms
- forces / Basic terms, Forces and impulses
- body types / Body types
- fixtures / Fixtures
- physics world / The physics world
- impulses / Forces and impulses
- Joints / Joints
- physics world / The physics world
- about / Basic terms
- adding / Adding a physics world
- platforms
- adding / Adding platforms
- play() method / Adding music
- player-enemy collision
- about / The player-enemy collision
- Enemy class / The Enemy class and EnemyFactory
- EnemyFactory / The Enemy class and EnemyFactory
- enemies, adding to scene / Adding enemies to the scene
- contact listener, updating / Updating the contact listener
- player-platform collision
- about / The player-platform collision
- player character
- controlling / Controlling the player character
- player character's death
- detecting / Detecting the player character's death
- player character, controlling
- gravity vector, changing / Changing the gravity vector
- forces, using / Using forces
- impulses, using / Using impulses
- Player class / Main character, Player class
- player entity
- physics body, adding to / Adding a physics body to the player entity
- PlayerFactory class
- about / Main character, PlayerFactory class
- PNG
- about / Graphic formats
- polishing
- about / What is polishing?
- populate() method / Writing text, Working with toasts, Collision handlers, The menu scene
- prepare() method / Life cycle of the media player
- prepareLetters() method / Storing the font on a texture, Writing text
- preSolve() method / Playing the jump sound
- prismatic joint
- about / The prismatic joint
- production
- game, publishing to / Publishing to production
- production APK
- creating / Creating a production APK
- game, testing with / Testing with the production APK
- promotion
- about / Promotion
- pulley joint
- about / The pulley joint
R
- R.U.B.E. / Assembling bodies from fixtures
- raster format
- about / Graphic formats
- raster formats
- JPEG / Graphic formats
- GIF / Graphic formats
- BMP / Graphic formats
- PNG / Graphic formats
- WebP / Graphic formats
- Rasterization / Graphic formats
- rasterized / Graphic formats
- RatioResolutionPolicy
- about / RatioResolutionPolicy
- regions
- creating, BitmapTextureAtlasTextureRegionFactory class used / Creating the regions
- RelativeResolutionPolicy
- about / RelativeResolutionPolicy
- repeating
- about / Repeating
- RepeatingSpriteBackground / Background
- repository
- about / Getting the AndEngine libraries
- resolution policies
- about / Understanding resolution policies
- FixedResolutionPolicy / FixedResolutionPolicy
- FillResolutionPolicy / FillResolutionPolicy
- RelativeResolutionPolicy / RelativeResolutionPolicy
- RatioResolutionPolicy / RatioResolutionPolicy
- CropResolutionPolicy / CropResolutionPolicy
- resource manager, splash screen
- updating / Updating the resource manager
- ResourceManager class
- about / Managing resources, Fonts and text
- objects / Managing resources
- resources
- managing / Managing resources
- restartGame() method / Restarting the game on tap
- revolute joint
- about / The revolute joint
- implementing / Implementing a revolute joint
- RGBA_4444 format
- about / Bitmap texture format
- RGBA_8888 format
- about / Bitmap texture format
- RGB_565 format
- about / Bitmap texture format
- rigid / The physics engine
- rigid body
- about / The physics engine
- RotationModifier / Modifiers
- run-length encoding image file format / Graphic formats
- runOnUiThread() method / Working with toasts
- runOnUpdateThread() method / Using correct threads to perform actions, Detecting collisions
S
- ScaleMenuItemDecorator class / The menu scene
- ScaleModifier / Modifiers
- scene
- about / Scene diagram, Scene
- creating / Scene
- AbstractScene class / AbstractScene
- GameScene class / GameScene
- enemies, adding to / Adding enemies to the scene
- scene diagram
- about / Scene diagram
- scene manager
- about / The scene manager
- SceneManager class / The scene manager
- plugging in / Plugging in the SceneManager class
- scene touch listener
- about / The scene touch listener
- score, for game / Score
- self-signed certificate / Creating a production APK
- sensor, fixtures / Sensor
- setAnchorCenter() method / Writing text
- setBackgroundEnabled() method / The menu scene
- setBody() method / Adding a physics body to the player entity
- setCenterDirect()method / Restarting the game on tap
- setOnSceneTouchListener() method / The scene touch listener
- setText() method / Writing text
- shaders
- about / Shaders
- shapes, fixtures / Shapes
- shared preferences
- about / Storing values
- showSplashAndMenuScene() method / The scene manager
- singleton pattern
- about / Managing resources
- sleepingAllowed property / Changing the gravity vector
- sortChildren() method / PlayerFactory class
- sound
- playing, according to settings / Playing sound according to the settings
- sound effects / Sound effects
- sounds
- about / Sounds and music
- loading / Loading sounds and music
- unloading / Unloading sounds and music
- playing, on events / Playing sounds on events
- special characters
- splash scene
- about / A splash scene
- resource manager, updating / Updating the resource manager
- creating / Creating the scene
- sprite
- SpriteBackground / Background
- SpriteMenuItem object / The menu scene
- state machine
- static body / Body types
- stop() method / Adding music
T
- text
- about / Fonts and text
- writing / Writing text
- Text class
- about / Writing text
- TextMenuItem object / The menu scene
- texture
- about / Loading graphics
- font, storing on / Storing the font on a texture
- texture atlas
- about / Loading graphics
- texture bleeding
- TextureManager class / Fonts and text
- texture options
- about / Texture options
- interpolation / Interpolation
- repeating / Repeating
- alpha channel settings / Alpha channel settings
- texture pixel (texel) / Shaders
- texture region
- about / Loading graphics
- threads
- used, for performing actions / Using correct threads to perform actions
- tiled sprite
- tiled texture regions
- about / Loading graphics
- tiles
- about / Platform and clouds
- toasts
- about / Working with toasts
- working with / Working with toasts
- toCharArray() method / Storing the font on a texture
- torque
- about / Forces and impulses
- torso
- creating / Creating the torso
- touch area bindings / Touch area bindings
- touch events
- about / Touch events
- ACTION_DOWN / Touch events
- ACTION_MOVE / Touch events
- ACTION_OUTSIDE / Touch events
- ACTION_CANCEL / Touch events
- ACTION_UP / Touch events
- touchscreen
- about / Touchscreen
- touch events / Touch events
- scene touch listener / The scene touch listener
- entity touch area / The entity touch area
- touch area bindings / Touch area bindings
- tweens
- about / Entity modifiers
U
- unsupported languages
- alternatives / Workaround for unsupported languages
- user input
- about / User input
- touchscreen / Touchscreen
- accelerometer / Accelerometer
V
- values, storing
- about / Storing values
- preferences, using / Using preferences
- settings / Settings
- high score / High score
- VBO
- about / Managing resources
- vbom (Vertex Buffer Object Manager)
- about / Using Debug Draw in a game
- vector graphics format / Graphic formats
- velocity
- setting / Setting the velocity directly
- verbose
- about / Logging best practices
- version control system (VCS) / Getting the AndEngine libraries
- VerticalParallaxEntity
- about / VerticalParallaxEntity
W
- warning
- about / Logging best practices
- WebP
- about / Graphic formats
- weld joint
- about / The weld joint
- what a terrible failure (WTF) / Debug output
- wrap around
- about / The game concept
- wraparound
- about / Wrapping the world around
- writing systems
- rendering, issues / Other writing systems