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
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Collision filtering


When we want two objects to pass each other, we can define them as never colliding with each other or even never colliding with anything. This is done by collision filtering. Each fixture can have the following three parameters defined:

  • Its own category

  • Other categories that it collides with

  • Whether or not to collide with bodies in a specific group

When creating a FixtureDef object, there is a constructor that allows us to specify all the parameters:

    FixtureDef fixture = PhysicsFactory.createFixtureDef(density, elasticity, friction, sensor, category, categoryMask, groupIndex);

Category is a number of the type short. This means that it is 16 bits long, and therefore, there are 16 categories. The other two parameters are of the type short as well.

Category

A fixture should belong to a single category only and will collide with every fixture in a category specified in category mask. A category has a number from 0 to 15. A fixture's category or categories are then specified by...