Book Image

AndEngine for Android Game Development Cookbook

By : JAYME SCHROEDER, Brian Boyles
Book Image

AndEngine for Android Game Development Cookbook

By: JAYME SCHROEDER, Brian Boyles

Overview of this book

AndEngine is a broad 2D game engine which allows game developers, both experienced and inexperienced, to develop games for the Android platform with ease. Don't be fooled by the simplicity, though. As easy as it is to “pick up and go,” AndEngine includes enough functionality to bring any type of 2D game world to life.The "AndEngine for Android Game Development Cookbook" contains all of the necessary information and examples in order to build the games as you imagine them. The book's recipes will walk you through the various aspects of game design with AndEngine and provides detailed instructions on how to achieve some of the most desirable effects for your games.The "AndEngine for Android Game Development Cookbook" begins with detailed information on some of the more useful structuring techniques in game design and general aspects of resource management. Continuing on, the book will begin to discuss AndEngine entities, including sprites, text, meshes, and more. Everything from positioning, to modifiers, and even tips on improving entity functionality with raw OpenGL capabilities. From here on, everything from applying physics to your game, working with multi-touch events and gestures, game optimization, and even an overview of the various AndEngine extensions will be covered.The book has a widerange of recipes, from saving and loading game data, applying parallax backgrounds to create a seemingly 3D world, relying on touch events to zoom the game camera, taking screen-shots of the device's screen, and performance optimization using object pools. If physics-based games are more interesting to you, there's also a list of recipes ranging from controlling the world forces and calculating forces applied to bodies, creating destructible objects, and even creating rag-dolls.Pong styled games were fun 35 years ago, but it is time to take your game to the next level with the AndEngine for Android Game Development Cookbook.
Table of Contents (18 chapters)
AndEngine for Android Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Applying a controller to the display


Depending on the type of game we are creating, there are many possible solutions for player interactivity. AndEngine includes two separate classes, one of which simulates a directional control pad called a DigitalOnScreenControl, the other which simulates a joystick called an AnalogOnScreenControl. This topic is going to introduce AndEngine's AnalogOnScreenControl class, but working with this class will give us enough info to use either controller.

Getting started...

This recipe requires two separate assets which will act as the base of the controller and the knob of the controller. Before moving on to the How to do it... section, please include an image called controller_base.png and controller_knob.png to the assets/gfx folder in a project of your choice. The images may look something like the following figure, with the base being 128 x 128 pixels and the knob being 64 x 64 pixels:

How to do it…

Once we've got the two necessary assets in place for our controller...