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

Layer classes


These classes represent the layers that are present within the game:

LevelPauseLayer.java

The LevelPauseLayer class represents the layer that is shown to the player when a level is paused. It displays the current level number, score, and high score, as well as buttons to go back to the game, back to the level-select screen, restart the level, or skip to the next level.

This class is based on the following recipes:

  • Understanding AndEngine entities in Chapter 2, Working with Entities

  • Bringing a scene to life with sprites in Chapter 2, Working with Entities

  • Applying text to a layer in Chapter 2, Working with Entities

  • Customizing managed scenes and layers in Chapter 5, Scene and Layer Management

  • What are update handlers? in Chapter 7, Working with Update Handlers

LevelWonLayer.java

The LevelWonLayer class represents the layer that is shown to the player when a level is completed successfully. It displays the current level number, score, and high score, as well as the star rating that the player received. It also includes buttons to go back to the level-select screen, replay the level, or go on to the next level. The following image shows the LevelWonLayer class textures and what they look like when assembled in the game:

The LevelWonLayer class is based on the following recipes:

  • Understanding AndEngine entities in Chapter 2, Working with Entities

  • Bringing a scene to life with sprites in Chapter 2, Working with Entities

  • Applying text to a layer in Chapter 2, Working with Entities

  • Using modifiers and entity modifiers in Chapter 2, Working with Entities

  • Customizing managed scenes and layers in Chapter 5, Scene and Layer Management

  • What are update handlers? in Chapter 7, Working with Update Handlers

ManagedLayer.java

This class is the same ManagedLayer class as found in the Creating the scene manager recipe in Chapter 5, Scene and Layer Management.

OptionsLayer.java

This layer is accessible from the MainMenu scene and allows the player to enable or disable music and sounds as well as choose a graphics quality or reset the level completion data that they have achieved.

The OptionsLayer class is based on the following recipes:

  • Understanding AndEngine entities in Chapter 2, Working with Entities

  • Bringing a scene to life with sprites in Chapter 2, Working with Entities

  • Applying text to a layer in Chapter 2, Working with Entities

  • Customizing managed scenes and layers in Chapter 5, Scene and Layer Management

  • What are update handlers? in Chapter 7, Working with Update Handlers