Book Image

Mastering AndEngine Game Development

By : Maya Posch
Book Image

Mastering AndEngine Game Development

By: Maya Posch

Overview of this book

AndEngine is a popular and easy-to-use game framework, best suited for Android game development. After learning the basics of creating an Android game using AndEngine it's time you move beyond the basics to explore further. For this you need to understand the theory behind many of the technologies AndEngine uses. This book aims to provide all the skills and tools you need to learn more about Android game development using AndEngine. With this book you will get a quick overview of the basics of AndEngine and Android application development. From there, you will learn how to use 3D models in a 2D scene, render a visual representation of a scene's objects, and create interaction between these objects. You will explore frame-based animations and learn to use skeletal animations. As the book progresses, you will be guided through exploring all the relevant aspects of rendering graphics with OpenGL ES, generating audio using OpenSL ES and OpenAL, making the best use of Android's network API, implementing anti-aliasing algorithms, shaders, dynamic lighting and much more. With all this, you will be ready to enhance the look and feel of your game with its user interface, sound effects and background music. After an in-depth study of 2D and 3D worlds and multi-player implementations, you will be a master in AndEngine and Android game development.
Table of Contents (21 chapters)
Mastering AndEngine Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Integrating Box2D


Adding the Box2D physics engine to AndEngine is easy. Simply obtain a copy of the AndEnginePhysicsBox2DExtension project (found at https://github.com/nicolasgramlich/AndEnginePhysicsBox2DExtension) and link it into your own project in the same way as you added the AndEngine project to your project before. Add the libandenginephysicsbox2dextension.so library found in the /libs/armeabi/ folder of the extension project to the same folder of your own project if it's reported as missing during the running of your project. Normally, this copying is done automatically, but you may have to do it manually.

The first real challenge is making the Box2D physics engine work with the 3D models for which we integrated code in the previous chapter. To this end, we have to modify the following files:

  • MainActivity.java

  • Actor3D.java

MainActivity.java

Most of the changes have to be made in the MainActivity.java file. To the global class variables, we add the following:

  private static final FixtureDef...