Index
A
- AccelerationParticleInitializer / Particle initializer selection
- Activity/screen
- cons / There's more...
- pro / There's more...
- Activity and Engine Class
- MagneTankActivity.java / MagneTankActivity.java
- MagneTankSmoothCamera.java / MagneTankSmoothCamera.java
- ManagedScene.java / ManagedScene.java
- SwitchableFixedStepEngine.java / SwitchableFixedStepEngine.java
- addBody() method / How it works...
- AlphaInitializer / Particle initializer selection
- AlphaModifier / AndEngine's modifiers
- AlphaParticleModifier / Particle modifier selection
- AndEngine
- about / Introduction
- lifecycle / Know the life cycle
- engine type, choosing / Choosing our engine type
- Engine objects, setting up / How it works…
- font resources, using / Using AndEngine font resources
- entities / Introduction
- entity modifiers / AndEngine's entity modifiers
- camera / Introduction
- AndEngineAugmentedRealityExtension / Introduction
- AndEngineCocosBuilderExtension / Introduction
- AndEngine engine type
- choosing / Choosing our engine type
- AndEngine lifecycle
- about / Know the life cycle
- methods, calling / How to do it…
- working / How it works…
- oncreate method / How it works…
- onResume method / How it works…
- onSurfaceCreated method / How it works…
- onReloadResources method / How it works…
- onCreateGame method / How it works…
- onCreateResources method / How it works…
- onCreateScene method / How it works…
- onPopulateScene method / How it works…
- onGameCreated method / How it works…
- onSurfaceChanged method / How it works…
- onResumeGame method / How it works…
- minimization/termination calls / How it works…
- diagram view / How it works…, There's more…
- LayoutGameActivity class / The LayoutGameActivity class
- SimpleBaseGameActivity class / The SimpleBaseGameActivity and SimpleLayoutGameActivity classes
- SimpleLayoutGameActivity class / The SimpleBaseGameActivity and SimpleLayoutGameActivity classes
- SimpleAsyncGameActivity class / The SimpleAsyncGameActivity class
- AndEngineTexturePackerExtension / Introduction
- AndEngineTMXTiledMapExtensions / Introduction
- AngularImpulseBody.applyAngularImpulse() method / How it works...
- AngularTorqueBody.applyTorque() method / How it works...
- AngularVelocityBody.setAngularVelocity() method / How it works...
- anti-gravity
- applying, to specific body / Applying anti-gravity to a specific body, How to do it..., How it works...
- applyForce() method / How it works...
- applyLinearImpulse() method / How it works...
- ARGB / How it works…
- attachText() method / How to do it…, Explaining the LevelTile class
B
- background
- about / Applying a background, Stitching a background together
- applying / How to do it.., How it works…, There's more...
- EntityBackground class / The EntityBackground class
- SpriteBackground class / The SpriteBackground class
- RepeatingSpriteBackground class / The RepeatingSpriteBackground class
- stitching / Stitching a background together, How to do it…, How it works…
- background window rendering
- about / Disabling background window rendering
- disabling / How to do it...
- BaseGameActivity class / Getting ready...
- beginContact() / How it works...
- Bilinear texture option / How it works…
- BitmapTextureAtlasTextureRegionFactory class / How it works…
- BlendFunctionParticleInitializer / Particle initializer selection
- body type
- specifying / How to do it..., How it works...
- BouncingPowerBar.java class / BouncingPowerBar.java
- BouncingPowerBar class / BouncingPowerBar.java
- bound camera
- used, for camera area limiting / Limiting the camera area with the bound camera
- working / How it works...
- BoundTouchInput.java class / BoundTouchInput.java
- Box2D physics extension
- about / Introduction to the Box2D physics extension, Getting ready...
- using / How to do it...
- working / How it works..., There's more...
- body types / Understanding different body types
- torque, using / Using forces, velocities, and torque
- velocities, using / Using forces, velocities, and torque
- force, using / Using forces, velocities, and torque
- joints / Working with joints
- BoxBody.setTransform() method / How it works...
- bringToBounds() method / How it works...
- BuildableBitmapTextureAtlas / BuildableBitmapTextureAtlas
- buttons
- adding, to menu / Adding buttons to the menu, Getting ready…, How to do it…, How it works…
C
- camera
- about / Introducing the camera object
- working / How it works…
- positioning / How it works…
- height, adjusting / How it works…
- width, adjusting / How it works…
- visibility, checking / How it works…
- chase entity functionality / How it works…
- HUD, applying / Applying a HUD to the camera, How it works…
- CardinalSplineMoveModifier modifier / AndEngine's modifiers
- category-filtered bodies
- about / Creating category-filtered bodies
- creating / How to do it...
- working / How it works..., There's more...
- CircleOutlineParticleEmitter / Particle emitter selection
- CircleParticleEmitter / Particle emitter selection
- collideConnected property / How it works...
- collidesWith(pOtherEntity) method / There's more...
- collisions
- about / Working with collisions
- working with / How to do it..., How it works...
- color mapping
- SVG texture regions used / Color mapping with SVG texture regions, How to do it..., How it works…, There's more…
- ColorModifier / AndEngine's modifiers
- ColorParticleInitializer / Particle initializer selection
- ColorParticleModifier / Particle modifier selection
- computeTriangles() method / How it works...
- conditionals
- update handler, using with / Using update handlers with conditionals, How to do it...
- working / How it works...
- controller
- applying to display / Applying a controller to the display, How to do it…, How it works…
- coordinate conversion
- about / Coordinate conversion
- using / How to do it…
- working / How it works…
- create() method / How it works…
- createBridge() method / How it works...
- createFromAsset() method / How it works…
- createJoint() method / How it works...
- createStroke() method / How it works…
- createStrokeFromAsset() method / How it works…
- culling / There's more…
D
- DelayModifier / AndEngine's modifiers
- destructible objects
- about / Creating destructible objects
- creating / How to do it...
- working / How it works...
- display
- controller, applying to / Applying a controller to the display, How to do it…, How it works…
- distance joint / The distance joint
- DoubleSceneSplitScreenEngine / How it works…
- DoubleSceneSplitScreenEngine class / How it works...
- DrawMode type
- image representations / There's more...
- dynamic bodies / Understanding different body types
E
- EnableFixedStep() method / SwitchableFixedStepEngine.java
- endContact() method / How it works...
- Engine / How it works…
- entities
- about / Introduction, Understanding AndEngine entities
- working / How it works…
- setVisible(pBoolean method / There's more...
- isVisible() method / There's more...
- setChildrenVisible(pBoolean) method / There's more...
- setCullingEnabled(pBoolean) method / There's more...
- isIgnoreUpdate() method / There's more...
- setChildrenIgnoreUpdate(pBoolean) method / There's more...
- isChildrenIgnoreUpdate() method / There's more...
- getRootEntity() method / There's more...
- setTag(pInt) method / There's more...
- getTag() method / There's more...
- setParent(pEntity) method / There's more...
- hasParent() method / There's more...
- setZIndex(pInt) method / There's more...
- sortChildren() method / There's more...
- setPosition(pX, pY) method / There's more...
- getY() method / There's more...
- getX() method / There's more...
- setAnchorCenter() method / There's more...
- setColor() method / There's more...
- getColor() method / There's more...
- setUserData(pObject) method / There's more...
- getUserData() method / There's more...
- entity
- update handler, attaching / Attaching an update handler to an entity, How to do it...
- removing, from game / Handling the removal of an entity from the game, How to do it..., How it works...
- entity-component model / Understanding AndEngine entities
- Entity/screen
- pro / There's more...
- con / There's more...
- EntityBackground class / The EntityBackground class
- entity culling
- used, for rendering disable / Disabling rendering with entity culling, How it works…
- entity modifiers
- about / Using modifiers and entity modifiers
- using / How to do it…
- working / How it works…
- entity modifiers, AndEngine
- LoopEntityModifier / AndEngine's entity modifiers
- ParallelEntityModifier / AndEngine's entity modifiers
- SequenceEntityModifier / AndEngine's entity modifiers
- about / There's more…
- entity updates
- ignoring / Ignoring entity updates, How it works…
- entitys property
- setting, update handler used / Setting entity properties based on the time passed, How to do it..., How it works..., There's more...
- ExpireParticleInitializer / Particle initializer selection
- extensions, AndEngine
- AndEngineCocosBuilderExtension / Introduction
- AndEngineAugmentedRealityExtension / Introduction
- AndEngineTexturePackerExtension / Introduction
- AndEngineTMXTiledMapExtensions / Introduction
F
- FadeInModifier / AndEngine's modifiers
- FadeOutModifier / AndEngine's modifiers
- FillResolutionPolicy / How it works…
- FixedResolutionPolicy / How it works…
- FixedStepEngine / How it works…
- fixture definition / How it works...
- font resources, AndEngine
G
- game data
- about / Saving and loading game data
- loading / How to do it…
- saving / How to do it…
- working / How it works…, There's more...
- GameLevel.java class / GameLevel.java
- game level classes
- ManagedGameScene.java / ManagedGameScene.java
- GameLevel.java / GameLevel.java
- LoadingRunnable.java / LoadingRunnable.java
- Levels.java / Levels.java
- BouncingPowerBar.java / BouncingPowerBar.java
- MagneTank.java / MagneTank.java
- MagneticCrate.java / MagneticCrate.java
- MagneticOrb.java / MagneticOrb.java
- MagneticPhysObject.java / MagneticPhysObject.java
- MechRat.java / MechRat.java
- MetalBeamDynamic.java / MetalBeamDynamic.java
- MetalBeamStatic.java / MetalBeamStatic.java
- ParallaxLayer.java / ParallaxLayer.java
- PhysObject.java / PhysObject.java
- RemainingCratesBar.java / RemainingCratesBar.java
- TexturedBezierLandscape.java / TexturedBezierLandscape.java
- TexturedMesh.java / TexturedMesh.java
- WoodenBeamDynamic.java / WoodenBeamDynamic.java
- game manager
- about / Creating the game manager
- creating / How to do it…
- working / How it works…
- GameManager.java class / GameManager.java
- Game optimization / Introduction
- game timers
- adding / Adding game timers, How to do it...
- about / Adding game timers, How to do it...
- working / How it works...
- getColor() method / There's more...
- getInstance() method / How to do it...
- getLoadedTextureRegion() method / How it works...
- getParticleSpeed() method / How it works…
- getRootEntity() method / There's more...
- getRotation() method / How it works...
- getTag() method / There's more...
- getTextureRegion() method / How it works...
- getUserData() method / There's more...
- getWorldCenter() method / The revolute joint
- getX() method / There's more...
- getY() method / There's more...
- GravityParticleInitializer / Particle initializer selection
- GrowButton.java class / GrowButton.java
- GrowToggleButton.java class / GrowToggleButton.java
- GrowToggleTextButton.java class / GrowToggleTextButton.java
H
- hasParent() method / There's more...
- hide() method / Explaining the LevelSelector class
- hideLayer() method / How to do it...
- high-resolution graphics
- creating, SVG used / Creating high-resolution graphics with SVG, How to do it..., How it works…
- HUD
- about / Applying a HUD to the camera
- applying to camera / Applying a HUD to the camera, How it works…
I
- impact force / Using preSolve and postSolve
- initialize() method / The mouse joint, How it works...
- Inkscape / How it works..., Getting ready
- input classes
- BoundTouchInput.java / BoundTouchInput.java
- GrowButton.java / GrowButton.java
- GrowToggleButton.java / GrowToggleButton.java
- GrowToggleTextButton.java / GrowToggleTextButton.java
- IParticleModifier / Particle modifier selection
- isChildrenIgnoreUpdate() method / There's more...
- isIgnoreUpdate() method / There's more...
- isTouching() property / How it works...
- ISVGColorMapper interface / How to do it...
- isVisible() method / There's more...
J
- joints
- about / Working with joints
- working with / How to do it..., How it works..., There's more...
- types / More joint types
- joints, types
- distance joint / The distance joint
- mouse joint / The mouse joint
- prismatic joint / The prismatic joint
- pulley joint / The pulley joint
- revolute joint / The revolute joint
- weld joint / The weld joint
- JumpModifier / AndEngine's modifiers
K
- kinematic bodies / Understanding different body types
L
- layer
- primitives, applying / Applying primitives to a layer, How to do it…
- text, applying / Applying text to a layer, Getting ready…, How to do it…, How it works…, There's more...
- layer class
- LevelPauseLayer.java / LevelPauseLayer.java
- LevelWonLayer.java / LevelWonLayer.java
- ManagedLayer.java / ManagedLayer.java
- OptionsLayer.java / OptionsLayer.java
- layers
- about / Hiding and retrieving layers
- retrieving / How to do it…, How it works…
- hiding / How to do it…, How it works…
- LayoutGameActivity class / The LayoutGameActivity class
- LevelPauseLayer.java class / LevelPauseLayer.java
- level selection system
- about / Creating our level selection system
- creating / Getting ready…, How to do it…
- working / How it works…, There's more…
- LevelSelector class / Explaining the LevelSelector class
- LevelTile class / Explaining the LevelTile class
- LevelSelector.java class / LevelSelector.java
- LevelSelectorButton.java class / LevelSelectorButton.java
- LevelSelectorButton class / LevelSelectorButton.java
- LevelSelector class variables
- COLUMNS / Explaining the LevelSelector class
- ROWS / Explaining the LevelSelector class
- TILE_DIMENSION / Explaining the LevelSelector class
- TILE_PADDING / Explaining the LevelSelector class
- mChapter / Explaining the LevelSelector class
- mMaxLevel / Explaining the LevelSelector class
- mCameraWidth/mCameraHeight / Explaining the LevelSelector class
- mInitialX / Explaining the LevelSelector class
- mInitialY / Explaining the LevelSelector class
- mHidden / Explaining the LevelSelector class
- LevelTile class variables
- mIsLocked / Explaining the LevelTile class
- mLevelNumber / Explaining the LevelTile class
- mFont / Explaining the LevelTile class
- mTileText / Explaining the LevelTile class
- LevelWonLayer.java class / LevelWonLayer.java
- LimitedFPSEngine / How it works…
- lineJointDef.initialize() method / How it works...
- LineJointRectA.setColor() method / How it works...
- live wallpaper
- about / Creating live wallpaper
- creating / Creating live wallpaper, How to do it…
- working / How it works…
- loadAndManageTextureRegion() method / How it works...
- loadGameResources() method / How to do it...
- loadGameTextures(pEngine, pContext) method / How it works…
- LoadingRunnable.java
- Levels.java / Levels.java
- LoadingRunnable.java class / LoadingRunnable.java
- loadMenuResources() method / How to do it...
- LoopEntityModifier / AndEngine's entity modifiers
M
- MagneTank.java class / MagneTank.java
- MagneTankActivity.java class / MagneTankActivity.java
- MagneTankSmoothCamera.java class / MagneTankSmoothCamera.java
- MagneticCrate.java class / MagneticCrate.java
- MagneticOrb.java class / MagneticOrb.java
- MagneticPhysObject.java class / MagneticPhysObject.java
- MainMenu.java class / MainMenu.java
- ManagedGameScene.java class / ManagedGameScene.java
- ManagedLayer.java class / ManagedLayer.java
- managed layers
- customizing / Customizing managed scenes and layers, How to do it...
- working / How it works..., See also...
- ManagedMenuScene.java / ManagedMenuScene.java
- ManagedScene.java class / ManagedScene.java
- managed scenes
- customizing / Customizing managed scenes and layers, How to do it...
- working / How it works..., See also...
- ManagedSplashScreen.java / ManagedSplashScreen.java
- manager class
- GameManager.java / GameManager.java
- ResourceManager.java / ResourceManager.java
- SceneManager.java / SceneManager.java
- SFXManager.java / SFXManager.java
- MathUtils.bringToBounds() method / How it works...
- MechRat.java class / MechRat.java
- menu
- buttons, adding / Adding buttons to the menu, Getting ready…, How to do it…, How it works…
- music, adding / Adding music to the menu, Getting ready…, How to do it…, How it works…, See also
- menu class
- LevelSelector.java / LevelSelector.java
- LevelSelectorButton.java / LevelSelectorButton.java
- MainMenu.java / MainMenu.java
- ManagedMenuScene.java class / ManagedMenuScene.java
- ManagedSplashScreen.java class / ManagedSplashScreen.java
- SplashScreens.java / SplashScreens.java
- Menu screen / There's more...
- menu system
- about / Introduction
- MetalBeamDynamic.java class / MetalBeamDynamic.java
- MetalBeamDynamic class / MetalBeamDynamic.java
- MetalBeamStatic.java class / MetalBeamStatic.java
- mMoveInModifier / How it works…
- modifiers
- about / Using modifiers and entity modifiers
- using / How to do it…
- working / How it works…
- AndEngine / AndEngine's modifiers
- of AndEngine / AndEngine's modifiers
- modifiers, AndEngine
- AlphaModifier / AndEngine's modifiers
- ColorModifier / AndEngine's modifiers
- DelayModifier / AndEngine's modifiers
- FadeInModifier / AndEngine's modifiers
- FadeOutModifier / AndEngine's modifiers
- JumpModifier / AndEngine's modifiers
- MoveByModifier / AndEngine's modifiers
- MoveXModifier / AndEngine's modifiers
- MoveYModifier / AndEngine's modifiers
- RotationAtModifier / AndEngine's modifiers
- RotationByModifier / AndEngine's modifiers
- RotationModifier / AndEngine's modifiers
- ScaleAtModifier / AndEngine's modifiers
- ScaleModifier / AndEngine's modifiers
- SkewModifier / AndEngine's modifiers
- PathModifier / AndEngine's modifiers
- using / AndEngine's modifiers
- CardinalSplineMoveModifier / AndEngine's modifiers
- mouse joint / The mouse joint
- mouseJointDef.target.set() method / The mouse joint
- MoveByModifier / AndEngine's modifiers
- MoveXModifier / AndEngine's modifiers
- MovingPhysicsPlatformActivity class / How it works...
- mPhysicsWorld.destroyJoint() method / The mouse joint
- multiplayer extension
- multiple-fixture bodies
- about / Creating multiple-fixture bodies
- creating / How to do it...
- working / How it works..., See also
- music
- adding, to menu / Adding music to the menu, Getting ready…, How to do it…, How it works…, See also
- music objects
- about / Introducing sounds and music
- using, setup / How to do it…, How it works…, There's more…
- seekTo method / Music objects
- setLooping method / Music objects, Sound objects
- setOnCompletionListener method / Music objects
- setVolume method / Music objects, Sound objects
- setRate method / Sound objects
N
- Nearest texture option / How it works…
- networking
- multiplayer extension, using / Networking with the multiplayer extension, How to do it..., How it works...
O
- object factories
- about / Creating object factories
- creating / How to do it…
- working / How it works…
- obtainPoolItem() method / How it works…
- OffCameraExpireParticleModifier / Particle modifier selection
- onAccelerationChanged() method / There's more...
- onAllocatePoolItem() method / How it works…
- onAreaTouched() method / Adding buttons to the menu, How it works…, How to do it...
- onControlChange() method / How it works…
- onCreateEngine() method / How to do it…
- onCreateEngineOptions() method / How to do it…, The SimpleAsyncGameActivity class, How to do it…, How to do it…, How to do it..., MagneTankActivity.java
- onCreate method / How it works…
- onCreateResources / How it works…
- onCreateResources() method / How to do it…, How to do it…, How to do it…, How to do it..., How it works…
- onCreateScene() method / How to do it…, There's more…, How it works...
- onCreateScene method / How it works…
- onDestroy() method / How to do it...
- onDestroy method / How it works…
- onDestroyResource method / How it works…
- onGameCreated method / How it works…
- onGameDestroyed method / How it works…
- onHandleMessage()method / How it works...
- onLoadingScreenLoadAndShown() method / How it works...
- onLoadingScreenLoadAndShown() method / How to do it...
- onLoadLayer() method / How to do it...
- onLoadScene() method / How to do it...
- onManagedUpdate() method / There's more…, How it works…, There's more...
- onManagedUpdate method
- about / Overriding the onManagedUpdate method
- overriding / Getting ready…
- working / How it works…
- onPauseGame method / How it works…
- onPause method / How it works…
- onPinchZoom() / How to do it…
- onPinchZoomStarted() method / How to do it…
- onPopulateScene() method / How to do it…, The SimpleBaseGameActivity and SimpleLayoutGameActivity classes, How to do it…, How it works…, How to do it…, How to do it…, How to do it..., How it works...
- onPopulateScene method / How it works…
- onReloadResources method / How it works…
- onResumeGame method / How it works…
- onResume method / How it works…
- onSceneTouchEvent() method / How to do it…, How it works..., How to do it...
- onSurfaceChanged() method / How it works…
- onSurfaceChanged method / How it works…
- onSurfaceCreate method / How it works…
- onTouchEvent() method / How it works…
- onUnloadScene() method / How it works...
- onUpdate() method / There's more…, There's more..., How it works…
- onUpdateParticle() method / How it works…
- OptionsLayer.java class / OptionsLayer.java
- OptionsLayer class / How it works...
P
- parallax background
- used, for perspective creating / Using parallax backgrounds to create perspective, How to do it…, How it works…, There's more…, See also
- about / Using parallax backgrounds to create perspective, How to do it…, How it works…, There's more…, See also
- ParallaxBackground class / How it works…
- ParallaxLayer.java class / ParallaxLayer.java
- ParallelEntityModifier / AndEngine's entity modifiers
- particle emitter
- PointParticleEmitter / Particle emitter selection
- CircleOutlineParticleEmitter / Particle emitter selection
- CircleParticleEmitter / Particle emitter selection
- RectangleOutlineParticleEmitter / Particle emitter selection
- particle initializer
- ExpireParticleInitializer / Particle initializer selection
- AccelerationParticleInitializer / Particle initializer selection
- AlphaInitializer / Particle initializer selection
- BlendFunctionParticleInitializer / Particle initializer selection
- ColorParticleInitializer / Particle initializer selection
- GravityParticleInitializer / Particle initializer selection
- RotationParticleInitializer / Particle initializer selection
- ScaleParticleInitializer / Particle initializer selection
- VelocityParticleInitializer / Particle initializer selection
- particle modifier
- about / Particle modifier selection
- AlphaParticleModifier / Particle modifier selection
- ColorParticleModifier / Particle modifier selection
- OffCameraExpireParticleModifier / Particle modifier selection
- RotationParticleModifier / Particle modifier selection
- ScaleParticleModifier / Particle modifier selection
- IParticleModifier / Particle modifier selection
- particle systems
- about / Working with particle systems
- working with / How to do it…, How it works…
- particle emitter, selecting / Particle emitter selection
- particle initializer, selecting / Particle initializer selection
- particle modifier, selecting / Particle modifier selection
- PathModifier / AndEngine's modifiers
- pause() method / How it works…
- physics-based moving platform
- about / Creating a physics-based moving platform
- creating / How to do it..., How it works...
- physics-based rope bridge
- about / Creating a physics-based rope bridge
- creating / How to do it..., How it works...
- Physics Body Editor / How it works...
- PhysicsEditor / How it works...
- PhysicsFactory.createBoxBody() method / How it works...
- PhysObject.java / PhysObject.java
- PhysObject.java class / PhysObject.java
- pinch-to-zoom functionality
- about / Pinch-zoom camera functionality
- using / How to do it…
- working / How it works…
- play() method / How it works…
- PointParticleEmitter / Particle emitter selection
- port number / How it works...
- postSolve
- about / Using preSolve and postSolve, How to do it...
- working / How it works...
- pre-multiply alpha / How it works…
- preSolve
- about / Using preSolve and postSolve, How to do it...
- working / How it works...
- primitives
- applying, to layer / Applying primitives to a layer, How to do it…
- working / How it works…, There's more...
- prismatic joint / The prismatic joint
- prismaticJointDef.initialize() method / The prismatic joint
- prismaticJointDef.motorSpeed property / The prismatic joint
- pulley joint / The pulley joint
- pulleyJointDef.initialize() method / The pulley joint
R
- rag doll
- about / Creating a rag doll
- creating / How to do it...
- working / How it works...
- RatioResolutionPolicy / How it works…
- raycasting
- about / Raycasting
- creating / How to do it...
- working / How it works...
- rectangle.setAlpha() method / How it works..., How it works...
- RectangleOutlineParticleEmitter / Particle emitter selection
- RectangleParticleEmitter / Particle emitter selection
- recyclePoolItem(pItem) method / How it works…
- registerClientMessage() method / How it works...
- RelativeResolutionPolicy / How it works…
- relative rotation
- about / Using relative rotation
- using / Getting ready…, How to do it…
- working / How it works…
- RemainingCratesBar.java class / RemainingCratesBar.java
- rendering
- disabling, entity culling used / Disabling rendering with entity culling, How it works…
- RepeatingSpriteBackground class / The RepeatingSpriteBackground class
- repeating texture option / How it works…
- reportRayFixture() method / How it works...
- resolution policy
- about / Selecting a resolution policy
- selecting / How to do it…
- working / How it works…
- resource manager
- about / Creating the resource manager, Setting up the resource manager for scene resources
- creating / How to do it…
- working / How it works…, There's more…, How it works...
- setting up / How to do it...
- ResourceManager.java class / ResourceManager.java
- ResourceManager class / ResourceManager.java
- revolute joint / The revolute joint
- revoluteJointDef.initialize() method / The revolute joint
- RGBA_8888 format / There's more…
- rope
- about / Creating a rope
- creating / Getting ready...
- working / How it works...
- RotationAtModifier / AndEngine's modifiers
- RotationByModifier / AndEngine's modifiers
- RotationModifier / AndEngine's modifiers
- RotationParticleInitializer / Particle initializer selection
- RotationParticleModifier / Particle modifier selection
- runOnUpdateThread() / How it works...
- runOnUpdateThread() method / Handling the removal of an entity from the game
S
- ScaleAtModifier / AndEngine's modifiers
- ScaleModifier / AndEngine's modifiers
- ScaleParticleInitializer / Particle initializer selection
- ScaleParticleModifier / Particle modifier selection
- Scene/screen
- pro / There's more...
- cons / There's more...
- scene manager
- customizing / Introduction
- about / Creating the scene manager
- creating / How to do it...
- ManagedScene, constructing / How to do it...
- ManagedLayer, constructing / How to do it...
- working / How it works...
- using, activity setup / Setting up an activity to use the scene manager, Getting ready..., How to do it...
- SceneManager.java class / SceneManager.java
- seekTo method / Music objects
- sendMessage(message) method / How it works...
- SequenceEntityModifier / AndEngine's entity modifiers
- server IP / How it works...
- setAnchorCenter()method / There's more...
- setChildrenIgnoreUpdate(pBoolean) method / There's more...
- setChildrenVisible(pBoolean) method / There's more...
- setColor() method / There's more..., How it works...
- setCullingEnabled(pBoolean) method / There's more...
- setHeight(pHeight) method / There's more...
- setIgnoreUpdate() method / Ignoring entity updates
- setIgnoreUpdate(pBoolean) method / There's more...
- setLinearVelocity() method / How it works...
- setLooping method / Music objects, Sound objects
- setOnCompletionListener method / Music objects
- setParent(pEntity) method / There's more...
- setPosition() method / How it works...
- setPosition(pX, pY) method / There's more...
- setRate method / Sound objects
- setSize(pWidth, pHeight) method / There's more...
- setTag(pInt) method / There's more...
- setUserData(pObject) method / There's more...
- setVisible(pBoolean method / There's more...
- setVolume method / Music objects, Sound objects
- setWidth(pWidth method / There's more...
- SFXManager.java class / SFXManager.java
- SharedPreferences class / Saving and loading game data
- showLayer() method / How to do it...
- showScene() method / How to do it...
- SimpleAsyncGameActivity class / The SimpleAsyncGameActivity class
- SimpleBaseGameActivity class / The SimpleBaseGameActivity and SimpleLayoutGameActivity classes
- SimpleLayoutGameActivity class / The SimpleBaseGameActivity and SimpleLayoutGameActivity classes
- simultaneous sound streams
- about / Limiting simultaneous sound streams
- limiting / How it works…
- SingleSceneSplitScreenEngine / How it works…
- SkewModifier / AndEngine's modifiers
- smooth camera
- about / Creating smooth moves with a smooth camera
- smooth moves, creating / How to do it…, How it works…
- sortChildren() method / There's more...
- sound objects
- about / Introducing sounds and music
- using, setup / How to do it…, How it works…, There's more…
- specific body
- anti-gravity, applying / Applying anti-gravity to a specific body, How to do it..., How it works...
- SplashScreens.java class / SplashScreens.java
- split screen game
- about / Creating a split screen game
- creating / How to do it…
- working / How it works...
- sprite-based shadow
- about / Applying a sprite-based shadow
- applying / How to do it..., How it works...
- working / How it works..., See also
- SpriteBackground class / The SpriteBackground class
- SpriteGroup class / There's more…
- sprite groups
- used, for render time cutting / How to do it…, How it works…, There's more…
- sprite pools
- about / Creating sprite pools
- creating / Getting started…
- working / How it works…, There's more…, Cutting down render time with sprite groups
- sprites
- about / Bringing a scene to life with sprites
- creating / How to do it…, How it works…, There's more...
- OpenGL's dithering capability, using / Using OpenGL's dithering capability
- sqrt() method / How it works...
- static bodies / Understanding different body types
- stop() method / How it works…
- SVG
- high-resolution graphics, creating / Creating high-resolution graphics with SVG, How to do it..., How it works…
- about / Creating high-resolution graphics with SVG
- SVG texture regions
- used, for color mapping / Color mapping with SVG texture regions, How to do it..., How it works…, There's more…
- SwitchableFixedStepEngine.java class / SwitchableFixedStepEngine.java
T
- terminate() method / How to do it...
- texel / How it works…
- text
- applying, to layer / Applying text to a layer, Getting ready…, How to do it…, How it works…, There's more...
- texture atlas source spacing / How it works…
- texture bleeding / How it works…
- TexturedBezierLandscape.java class / TexturedBezierLandscape.java
- TexturedMesh.java class / TexturedMesh.java
- textured meshes
- about / Using textured meshes
- using / How to do it...
- working / How it works...
- texture formats
- RGBA_8888 / Texture formats
- RGBA_4444 / Texture formats
- RGB_565 / Texture formats
- A_8 / Texture formats
- texture options
- about / Applying texture options
- applying / Getting ready
- working / How it works…
- nearest / How it works…
- bilinear / How it works…
- repeating / How it works…
- textures
- about / Working with different types of textures
- working with / Getting ready, How to do it…, How it works…
- BuildableBitmapTextureAtlas / BuildableBitmapTextureAtlas
- TiledTextureRegion / TiledTextureRegion
- compressed textures / Compressed textures
- loading, from folder / How to do it..., How it works...
- TiledTextureRegion / TiledTextureRegion
- torque
- using / How to do it..., How it works..., There's more...
U
- unique body
- creating, from vertices / Creating unique bodies by specifying vertices, How to do it..., How it works...
- unloadAllTextures() method / How it works...
- unregisterUpdateHandler() method / How it works...
- update handler
- about / Getting started with update handlers
- creating / How to do it...
- working / How it works..., How it works...
- attaching, to entity / Attaching an update handler to an entity, How to do it...
- using, with conditionals / Using update handlers with conditionals, How to do it...
- using, for entity property setup / Setting entity properties based on the time passed, How to do it..., How it works..., There's more...
- UserData classes / How it works…
V
- velocities
- using / How to do it..., How it works..., There's more...
- VelocityParticleInitializer / Particle initializer selection
W
- weld joint / The weld joint
- WoodenBeamDynamic.java class / WoodenBeamDynamic.java
- WoodenBeamDynamic class / WoodenBeamDynamic.java
- WYSIWYG / Introduction
Z
- zoom cameras
- about / Taking a closer look with zoom cameras
- working / How it works…