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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
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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

Introduction to the Box2D physics extension


Physics-based games are one of the most popular types of games available for mobile devices. AndEngine allows the creation of physics-based games with the Box2D extension. With this extension, we can construct any type of physically realistic 2D environment from small, simple simulations to complex games. In this recipe, we will create an activity that demonstrates a simple setup for utilizing the Box2D physics engine extension. Furthermore, we will use this activity for the remaining recipes in this chapter.

Getting ready...

First, create a new activity class named PhysicsApplication that extends BaseGameActivity and implements IAccelerationListener and IOnSceneTouchListener.

How to do it...

Follow these steps to build our PhysicsApplication activity class:

  1. Create the following variables in the class:

      public static int cameraWidth = 800;
      public static int cameraHeight = 480;
      public Scene mScene;
      public FixedStepPhysicsWorld mPhysicsWorld;
     ...
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