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AndEngine for Android Game Development Cookbook

You're reading from   AndEngine for Android Game Development Cookbook AndEngine is a simple but powerful 2D game engine that's ideal for developers who want to create mobile games. This cookbook will get you up to speed with the latest features and techniques quickly and practically.

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849518987
Length 380 pages
Edition 1st Edition
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Authors (3):
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Brian Boyles Brian Boyles
Author Profile Icon Brian Boyles
Brian Boyles
Nicolas Gramlich Nicolas Gramlich
Author Profile Icon Nicolas Gramlich
Nicolas Gramlich
JAYME SCHROEDER JAYME SCHROEDER
Author Profile Icon JAYME SCHROEDER
JAYME SCHROEDER
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Toc

Table of Contents (18) Chapters Close

AndEngine for Android Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. AndEngine Game Structure FREE CHAPTER 2. Working with Entities 3. Designing Your Menu 4. Working with Cameras 5. Scene and Layer Management 6. Applications of Physics 7. Working with Update Handlers 8. Maximizing Performance 9. AndEngine Extensions Overview 10. Getting More From AndEngine Source Code for MagneTank Index

Using forces, velocities, and torque


No matter what kind of simulation we are creating, we will more than likely want to control at least one body. To move bodies in Box2D, we can apply linear or angular forces, set linear or angular velocities, and apply an angular force in the form of torque. In this recipe, we will see how we can apply these forces and velocities on multiple bodies.

Getting ready...

Follow the steps in the Introduction to the Box2D physics extension section at the beginning of the chapter to create a new activity that will facilitate the creation of bodies that will react to forces, velocities, and torque. Then, update the activity to include the additional code from the ForcesVelocitiesTorqueActivity class found in the code bundle.

How to do it...

Refer to the supplemental ForcesVelocitiesTorqueActivity class for the complete example of this recipe. We will cover only the basics of the recipe in this section:

  1. We will first work with the methods that handle the linear motion...

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