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

Manager classes


These classes each manage a specific aspect of the game:

GameManager.java

The GameManager class simply facilitates the checking of two conditions to determine if a level is completed or failed. Using that information, the game manager then calls the appropriate methods set in the GameLevel class.

This class is based on the following recipes:

  • Creating the game manager in Chapter 1, AndEngine Game Structure

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

ResourceManager.java

The ResourceManager class is very similar to the one found in Chapter 1, AndEngine Game Structure, but adds the ability to use a set of lower quality textures, if desired. It also includes methods for determining an accurate font texture size to prevent wasting valuable texture memory.

This class is based on the following recipes:

  • Applying texture options in Chapter 1, AndEngine Game Structure

  • Using AndEngine font resources in Chapter 1, AndEngine Game Structure

  • Creating the resource manager in Chapter 1, AndEngine Game Structure

  • Working with OpenGL in Chapter 2, Working with Entities

  • Setting up the resource manager for scene resources in Chapter 5, Scene and Layer Management

SceneManager.java

This class is identical to the SceneManager class found in the Creating the scene manager recipe in Chapter 5, Scene and Layer Management.

SFXManager.java

This simple class handles the playback of music and sounds as well as their muted state.

The SFXManager class is based on the following recipe:

  • Introducing sounds and music in Chapter 1, AndEngine Game Structure