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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

Applying primitives to a layer


AndEngine's primitive types include Line, Rectangle, Mesh, and Gradient objects. In this topic, we're going to focus on the Mesh class. Meshes are useful for creating more complex shapes in our games which can have an unlimited amount of uses. In this recipe, we're going to use Mesh objects to build a house as seen in the the following figure:

Getting ready…

Please refer to the class named ApplyingPrimitives in the code bundle.

How to do it…

In order to create a Mesh object, we need to do a little bit more work than what's required for a typical Rectangle or Line object. Working with Mesh objects is useful for a number of reasons. They allow us to strengthen our skills as far as the OpenGL coordinate system goes, we can create oddly-shaped primitives, and we are able to alter individual vertice positions, which can be useful for certain types of animation.

  1. The first step involved in creating Mesh objects is to create our buffer data which is used to specify the...

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