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Learning AndEngine

You're reading from   Learning AndEngine Design and create Android games with the simple but powerful tool AndEngine

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Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783985968
Length 286 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Martin Varga Martin Varga
Author Profile Icon Martin Varga
Martin Varga
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Summary

In this chapter, we have learned how to load graphics and audio files into the Android device's memory. We've seen different types of textures and the texture options that influence the quality of the displayed images. Common mistakes, texture and alpha bleeding, were described and solutions for both were provided.

We have also defined basic terms such as entity, scene, background, and sprite and two types of entity hierarchies. We have designed the basic player entity and we have learned about the factory pattern that can be used to create entities. In the end, we have put everything together to put a sprite on the screen.

In the next chapter, we will explore other basic entities, namely text and HUD. We are going to discuss the limitations of text in AndEngine in greater detail and give a basic overview about localization and national alphabets.

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