Making use of the available data for a collision inside the contact listener's presolve
method, which is called before the Box2D iterator causes a reaction, allows us to have unique control over how our collisions occur. The preSolve()
method is most commonly used to create “one-way” platforms that a character can jump through from below while still being able to walk on them from above. The postSolve()
method, which is called after a reaction has been set in motion, gives us the corrective data, also known as the
impact force, for the collision. This data can then be used to destroy or break apart objects. In this recipe, we will demonstrate how to properly use the preSolve()
and postSolve()
methods of a ContactListener
interface.
AndEngine for Android Game Development Cookbook
By :
AndEngine for Android Game Development Cookbook
By:
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
Free Chapter
AndEngine Game Structure
Working with Entities
Designing Your Menu
Working with Cameras
Scene and Layer Management
Applications of Physics
Working with Update Handlers
Maximizing Performance
AndEngine Extensions Overview
Getting More From AndEngine
Source Code for MagneTank
Index
Customer Reviews