Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849518987
Length 380 pages
Edition 1st Edition
Arrow right icon
Authors (3):
Arrow left icon
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
Arrow right icon
View More author details
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

Manager classes


These classes each manage a specific aspect of the game:

GameManager.java

The GameManager class simply facilitates the checking of two conditions to determine if a level is completed or failed. Using that information, the game manager then calls the appropriate methods set in the GameLevel class.

This class is based on the following recipes:

  • Creating the game manager in Chapter 1, AndEngine Game Structure

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

ResourceManager.java

The ResourceManager class is very similar to the one found in Chapter 1, AndEngine Game Structure, but adds the ability to use a set of lower quality textures, if desired. It also includes methods for determining an accurate font texture size to prevent wasting valuable texture memory.

This class is based on the following recipes:

  • Applying texture options in Chapter 1, AndEngine Game Structure

  • Using AndEngine font resources in Chapter 1, AndEngine Game Structure

  • Creating the resource manager in Chapter 1, AndEngine Game Structure

  • Working with OpenGL in Chapter 2, Working with Entities

  • Setting up the resource manager for scene resources in Chapter 5, Scene and Layer Management

SceneManager.java

This class is identical to the SceneManager class found in the Creating the scene manager recipe in Chapter 5, Scene and Layer Management.

SFXManager.java

This simple class handles the playback of music and sounds as well as their muted state.

The SFXManager class is based on the following recipe:

  • Introducing sounds and music in Chapter 1, AndEngine Game Structure

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime