Understanding AndEngine entities
The AndEngine game engine follows the entity-component model. The entity-component design is very common in a lot of game engines today, and for a good reason. It's easy to use, it's modular, and it is extremely useful in the sense that all game objects can be traced back to the single, most basic Entity
object. The entity-component model can be thought of as the "entity" portion referring to the most basic level of the game engine's object system. The Entity
class handles only the most basic data that our game objects rely on, such as position, rotation, color, attaching and detaching to and from the scene, and more. The "component" portion refers to the modular subtypes of the Entity class, such as the Scene
, Sprite
, Text
, ParticleSystem
, Rectangle
, Mesh
, and every other object which can be placed within our game. The components are meant to handle more specific tasks, while the entity is meant to act as a base foundation that all components will rely on...