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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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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

Creating sprite pools


The GenericPool classes are an incredibly important part of AndEngine game design considering mobile platforms are relatively limited when it comes to hardware resources. In Android game development, the key to a smooth gameplay experience throughout a lengthy session is to create the least amount of objects as possible. This does not necessarily mean we should limit ourselves to four or five objects on the screen, it means we should consider the option of recycling objects which have already been created. This is where object pools come into play.

Getting started…

Refer to the class named SpritePool in the code bundle.

How to do it…

The GenericPool classes make use of a few useful methods, which make recycling objects for later use very easy. We will cover the main methods to be used here.

Constructing the SpritePool class:

public SpritePool(ITextureRegion pTextureRegion, VertexBufferObjectManager pVertexBufferObjectManager){
  this.mTextureRegion = pTextureRegion;
  this...
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