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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 preSolve and postSolve


Making use of the available data for a collision inside the contact listener's presolve method, which is called before the Box2D iterator causes a reaction, allows us to have unique control over how our collisions occur. The preSolve() method is most commonly used to create “one-way” platforms that a character can jump through from below while still being able to walk on them from above. The postSolve() method, which is called after a reaction has been set in motion, gives us the corrective data, also known as the impact force, for the collision. This data can then be used to destroy or break apart objects. In this recipe, we will demonstrate how to properly use the preSolve() and postSolve() methods of a ContactListener interface.

Getting ready...

Create a new activity by following the steps in the Introduction to the Box2D physics extension section given at the beginning of the chapter. This new activity will facilitate our use of the preSolve() and postSolve...

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