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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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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

Creating unique bodies by specifying vertices


Not everything in our physics simulations must be made of rectangles or circles. We can also create polygonal bodies by creating a list of the polygonal points. This approach is useful for creating certain types of terrain, vehicles, and characters. In this recipe, we will demonstrate how to create a unique body from a list of vertices.

Getting ready...

Create an activity by following the steps in the Introduction to the Box2D physics extension section given at the beginning of the chapter. This activity will easily allow the creation of a uniquely constructed body with vertices.

How to do it...

Complete the following steps to define and create our unique, polygonal body:

  1. Our unique body's vertices will be defined by a list of Vector2 objects. Add the following list to the onPopulateScene() method:

    List<Vector2> UniqueBodyVertices = new ArrayList<Vector2>();
    UniqueBodyVertices.addAll((List<Vector2>) ListUtils.toList(
      new Vector2...
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