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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

Menu classes


These classes are used only for the menus in the game.

LevelSelector.java

This class closely resembles the level selector found in Chapter 3, Designing Your Menu, but uses a series of LevelSelectorButton objects instead of sprites.

This class is based on the following recipes:

  • Understanding AndEngine entities in Chapter 2, Working with Entities

  • Bringing a scene to life with sprites in Chapter 2, Working with Entities

  • Creating our level selection system in Chapter 3, Designing Your Menu

LevelSelectorButton.java

The LevelSelectorButton class visually shows the player the state of a level, locked or unlocked, and the number of stars achieved if the level is unlocked.

This class is based on the following recipes:

  • Understanding AndEngine entities in Chapter 2, Working with Entities

  • Bringing a scene to life with sprites in Chapter 2, Working with Entities

  • Applying text to a layer in Chapter 2, Working with Entities

  • Overriding the onManagedUpdate method in Chapter 2, Working with Entities

  • Using modifiers and entity modifiers in Chapter 2, Working with Entities

MainMenu.java

The MainMenu class holds two Entity objects, one representing the title screen and one representing the level-select screen. The movement between the two screens is achieved using entity modifiers. During the first showing of the main menu, a loading screen is shown while the game's resources are being loaded.

The MainMenu class is based on the following recipes:

  • Understanding AndEngine entities in Chapter 2, Working with Entities

  • Bringing a scene to life with sprites in Chapter 2, Working with Entities

  • Overriding the onManagedUpdate method in Chapter 2, Working with Entities

  • Using modifiers and entity modifiers in Chapter 2, Working with Entities

  • Customizing managed scenes and layers in Chapter 5, Scene and Layer Management

ManagedMenuScene.java

This class is the same ManagedMenuScene class as presented in the Creating the scene manager recipe in Chapter 5, Scene and Layer Management.

ManagedSplashScreen.java

This class is based on the ManagedMenuScene class found in the Customizing managed scenes and layers recipe in Chapter 5, Scene and Layer Management. It adds code to unload Entity objects after the splash screen is hidden.

SplashScreens.java

The SplashScreen class uses entity modifiers and resolution-independent positioning to show the splash screens of the game. Each logo is clickable and starts an intent related to the logo.

This class is based on the following recipes:

  • Bringing a scene to life with sprites in Chapter 2, Working with Entities

  • Applying text to a layer in Chapter 2, Working with Entities

  • Using modifiers and entity modifiers in Chapter 2, Working with Entities

  • Customizing managed scenes and layers in Chapter 5, Scene and Layer Management

  • What are update handlers? in Chapter 7, Working with Update Handlers

Activity and Engine Classes

These classes act as the backbone of the game.

MagneTankActivity.java

This activity class builds upon the standard AndEngine BaseGameActivity class with the addition of ads, some advanced resolution-scaling performed in the onCreateEngineOptions() method, and shared preference methods to save and restore options and scores.

This class is based on the following recipes:

  • Know the life cycle in Chapter 1, AndEngine Game Structure

  • Choosing our engine type in Chapter 1, AndEngine Game Structure

  • Saving and loading game data in Chapter 1, AndEngine Game Structure

  • Setting up an activity to use the scene manager in Chapter 5, Scene and Layer Management

MagneTankSmoothCamera.java

This class extends the SmoothCamera object, but includes the ability to pan to the enemy base for a specified amount of time, as well as track the MagneTank object.

This class is based on the following recipes:

  • Introducing the camera object in Chapter 4, Working with Cameras

  • Creating smooth moves with a smooth camera in Chapter 4, Working with Cameras

  • What are update handlers? in Chapter 7, Working with Update Handlers

ManagedScene.java

This class is the same ManagedScene class as presented in the Creating the scene manager recipe in Chapter 5, Scene and Layer Management.

SwitchableFixedStepEngine.java

This Engine object acts exactly like a FixedStepEngine object when the EnableFixedStep() method has been called.

This class is based on the following recipes:

  • Choosing our engine type in Chapter 1, AndEngine Game Structure

  • What are update handlers? in Chapter 7, Working with Update Handlers

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