AndEngine for Android Game Development Cookbook

AndEngine for Android Game Development Cookbook
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Table of Contents
Sample Chapters
  • Step by step detailed instructions and information on a number of AndEngine functions, including illustrations and diagrams for added support and results
  • Learn all about the various aspects of AndEngine with prime and practical examples, useful for bringing your ideas to life
  • Improve the performance of past and future game projects with a collection of useful optimization tips
  • Structure your applications in a manner that provides a smooth flow from splash screen to level selection, to game play

Book Details

Language : English
Paperback : 380 pages [ 235mm x 191mm ]
Release Date : January 2013
ISBN : 184951898X
ISBN 13 : 9781849518987
Author(s) : Jayme Schroeder, Brian Broyles
Topics and Technologies : All Books, Game Development, Android, Mobile, Cookbooks, Games, Open Source

Table of Contents

Chapter 1: AndEngine Game Structure
Chapter 2: Working with Entities
Chapter 3: Designing Your Menu
Chapter 4: Working with Cameras
Chapter 5: Scene and Layer Management
Chapter 6: Applications of Physics
Chapter 7: Working with Update Handlers
Chapter 8: Maximizing Performance
Chapter 9: AndEngine Extensions Overview
Chapter 10: Getting More From AndEngine
Appendix A: Source Code for MagneTank
  • Chapter 1: AndEngine Game Structure
    • Introduction
    • Know the life cycle
    • Choosing our engine type
    • Selecting a resolution policy
    • Creating object factories
    • Creating the game manager
    • Introducing sounds and music
    • Working with different types of textures
    • Applying texture options
    • Using AndEngine font resources
    • Creating the resource manager
    • Saving and loading game data
    • Chapter 2: Working with Entities
      • Introduction
      • Understanding AndEngine entities
      • Applying primitives to a layer
      • Bringing a scene to life with sprites
      • Applying text to a layer
      • Using relative rotation
      • Overriding the onManagedUpdate method
      • Using modifiers and entity modifiers
      • Working with particle systems
      • Chapter 3: Designing Your Menu
        • Introduction
        • Adding buttons to the menu
        • Adding music to the menu
        • Applying a background
        • Using parallax backgrounds to create perspective
        • Creating our level selection system
        • Hiding and retrieving layers
        • Chapter 4: Working with Cameras
          • Introduction
          • Introducing the camera object
          • Limiting the camera area with the bound camera
          • Taking a closer look with zoom cameras
          • Creating smooth moves with a smooth camera
          • Pinch-zoom camera functionality
          • Stitching a background together
          • Applying a HUD to the camera
          • Applying a controller to the display
          • Coordinate conversion
          • Creating a split screen game
          • Chapter 5: Scene and Layer Management
            • Introduction
            • Creating the scene manager
            • Setting up the resource manager for scene resources
            • Customizing managed scenes and layers
            • Setting up an activity to use the scene manager
            • Chapter 6: Applications of Physics
              • Introduction to the Box2D physics extension
              • Understanding different body types
              • Creating category-filtered bodies
              • Creating multiple-fixture bodies
              • Creating unique bodies by specifying vertices
              • Using forces, velocities, and torque
              • Applying anti-gravity to a specific body
              • Working with joints
              • Creating a rag doll
              • Creating a rope
              • Working with collisions
              • Using preSolve and postSolve
              • Creating destructible objects
              • Raycasting
              • Chapter 7: Working with Update Handlers
                • Getting started with update handlers
                • Attaching an update handler to an entity
                • Using update handlers with conditionals
                • Handling the removal of an entity from the game
                • Adding game timers
                • Setting entity properties based on the time passed
                • Chapter 8: Maximizing Performance
                  • Introduction
                  • Ignoring entity updates
                  • Disabling background window rendering
                  • Limiting simultaneous sound streams
                  • Creating sprite pools
                  • Cutting down render time with sprite groups
                  • Chapter 9: AndEngine Extensions Overview
                    • Introduction
                    • Creating live wallpaper
                    • Networking with the multiplayer extension
                    • Creating high-resolution graphics with SVG
                    • Color mapping with SVG texture regions
                    • Chapter 10: Getting More From AndEngine
                      • Loading all textures from a folder
                      • Using textured meshes
                      • Applying a sprite-based shadow
                      • Creating a physics-based moving platform
                      • Creating a physics-based rope bridge

                        Jayme Schroeder

                        Jayme Schroeder was introduced to computers at a very young age. By 11, he had started creating modifications and level packs for his favorite game. By age 16, he had found his true passion in game development and network programming in C++ and OpenGL. In early 2011, Jayme had received an Android smartphone and immediately fell in love with the development experience. Since then, he has been researching and developing for the Android platform on a daily basis.

                        Brian Broyles

                        Brian Broyles is a freelance programmer and 2D/3D graphic designer with over 12 years of experience. Before entering the mobile development industry in 2010 as the lead programmer of IFL Game Studio, he designed advanced artificial intelligence systems and graphical effects for interactive PC applications. In addition to his vast programming and design experience, he is also a commercial pilot, instrument flight instructor, and advanced instrument ground instructor.
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                        Submit Errata

                        Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


                        - 1 submitted: last submission 20 May 2013

                        Errata type: Typo | Page number: 12 | Errata date: 20 May 2013

                        In the life cycle diagram, it should be onSurfaceCreated, not on Surface Game. Also, 1) the method onCreateGame() is missing in the life cycle. 2) The spaces in the method names can be ignored.


                        Sample chapters

                        You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                        What you will learn from this book

                        • Create your ultimate Android games with ease using recipes that take advantage of AndEngine's powerful framework and extensions
                        • Make your games playable across a vast range of devices by implementing multi-touch, performance-optimizations, and accurate, screen-resolution scaling
                        • Construct a customizable, front-end framework that simplifies menu and level creation
                        • Use the Box2D extension to generate realistic, physics-based gameplay and simulations
                        • Take advantage of source code for a full-featured game built with AndEngine
                        • Make the most of vector-based graphics with AndEngine's SVG extension
                        • Build animated, responsive Live-Wallpapers for Android’s home screen using the AndEngine's Live-Wallpaper extension
                        • Control every aspect of interaction that players have with your games by managing the Android application lifecycles

                        In Detail

                        AndEngine is a broad 2D game engine which allows game developers, both experienced and inexperienced, to develop games for the Android platform with ease. Don't be fooled by the simplicity, though. As easy as it is to “pick up and go,” AndEngine includes enough functionality to bring any type of 2D game world to life.

                        The "AndEngine for Android Game Development Cookbook" contains all of the necessary information and examples in order to build the games as you imagine them. The book's recipes will walk you through the various aspects of game design with AndEngine and provides detailed instructions on how to achieve some of the most desirable effects for your games.

                        The "AndEngine for Android Game Development Cookbook" begins with detailed information on some of the more useful structuring techniques in game design and general aspects of resource management. Continuing on, the book will begin to discuss AndEngine entities, including sprites, text, meshes, and more. Everything from positioning, to modifiers, and even tips on improving entity functionality with raw OpenGL capabilities. From here on, everything from applying physics to your game, working with multi-touch events and gestures, game optimization, and even an overview of the various AndEngine extensions will be covered.

                        The book has a widerange of recipes, from saving and loading game data, applying parallax backgrounds to create a seemingly 3D world, relying on touch events to zoom the game camera, taking screen-shots of the device's screen, and performance optimization using object pools. If physics-based games are more interesting to you, there's also a list of recipes ranging from controlling the world forces and calculating forces applied to bodies, creating destructible objects, and even creating rag-dolls.

                        Pong styled games were fun 35 years ago, but it is time to take your game to the next level with the AndEngine for Android Game Development Cookbook.


                        A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently

                        Who this book is for

                        "AndEngine for Android Game Development Cookbook" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development.

                        This book requires a working installation of eclipse and the required libraries, including AndEngine and its various extensions set up prior to working with the recipes.

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