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

Cutting down render time with sprite groups


Sprite groups are a great addition to any AndEngine game which deals with hundreds of visible sprites on the scene at any given time. The SpriteGroup class allows us to eliminate a large amount of overhead by grouping many sprite rendering calls into a limited number of OpenGL calls. If a school bus were to pick up a single child, drop them off at school, then pick up the next child, repeating until all children were at school, the process would take a far greater time to complete. The same goes for drawing sprites with OpenGL.

Getting started…

Refer to the class named ApplyingSpriteGroups in the code bundle. This recipe requires an image named marble.png, which is 32 pixels in width by 32 pixels in height.

How to do it…

When creating a SpriteGroup for use in our games, we can treat them as an Entity layer which is specifically meant for Sprite objects only. The following steps explain how to create and attach Sprite objects to a SpriteGroup.

  1. Creating...

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 €18.99/month. Cancel anytime