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.

AndEngine for Android Game Development Cookbook

Cookbook
Jayme Schroeder, Brian Broyles

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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Book Details

ISBN 139781849518987
Paperback380 pages

About This Book

  • 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

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.

Table of Contents

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

What You Will Learn

  • 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.

Authors

Table of Contents

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

Book Details

ISBN 139781849518987
Paperback380 pages
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