Learning AndEngine

Design and create Android games with the simple but powerful tool AndEngine

Learning AndEngine

Learning
Martin Varga

Design and create Android games with the simple but powerful tool AndEngine
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Book Details

ISBN 139781783985968
Paperback286 pages

About This Book

  • Learn how to create quick but complex games for Google Play and the mobile gaming market with the help of AndEngine
  • Simulate real-world physics with AndEngine’s built-in physics engine, which is used in most popular games
  • A focused and systematic guide on AndEngine where you will build one complex and powerful game right from the scratch

Who This Book Is For

If you are a beginner to AndEngine, or mobile game development in general, and you are looking for a simple way to start making games for Android, this book is for you. You should already know the basics of Java programming, but no previous game development experience is required.

Table of Contents

Chapter 1: Setting Up an AndEngine Project
Prerequisites
Downloading and installing the required software
Getting the AndEngine libraries
Creating a new application
Understanding resolution policies
Summary
Chapter 2: Game Concept and Assets
The game concept
Getting the assets
Scene diagram
Summary
Chapter 3: From Assets to Entities
Managing resources
Entities
Summary
Chapter 4: HUD and Text Display
Fonts and text
Writing text
HUD
Working with toasts
Localization
Debug output
Summary
Chapter 5: Basic Interactions
A simple animation
User input
Collision detection
Using correct threads to perform actions
Summary
Chapter 6: Physics
The physics engine
Adding physics
Summary
Chapter 7: Detecting Collisions and Reacting to Events
Collisions
Game events
Playing sounds on events
Summary
Chapter 8: Advanced Physics
The Box2D Debug Draw extension
Assembling bodies from fixtures
Collision filtering
Joints
Summary
Chapter 9: Adding a Menu and Splash Scene
Managing multiple scenes
Storing values
Summary
Chapter 10: Polishing the Game
What is polishing?
Adding music
Adding animations using entity modifiers
Particle systems
Parallax background
Shaders
Summary
Chapter 11: Testing, Publishing, and What's Next
Creating a production APK
Testing with the production APK
Testing on multiple devices
Getting in touch with the community
Publishing the game to the Google Play store
Promotion
Next steps
Summary

What You Will Learn

  • Understand the basics of a game engine
  • Install all the required software and download and set up AndEngine along with its physics extension
  • Design basic game rules and gather game assets
  • Create a basic runnable application using AndEngine
  • Display text and graphics in the game
  • Implement basic interactions between the player and the game, making use of the mobile device sensors
  • Simulate real-world physics in-game
  • Finish a polished 2D physics-based

In Detail

AndEngine is a very popular open source OpenGL (open graphics library) Android game engine, used to create mobile games quickly while maintaining the ability to fully customize them.

This book will guide you through the whole development process of creating a mobile game for the Android platform using one of the most popular and easy-to-use game engines available today.

Beginning with the very basics, you will learn how to install AndEngine, gather graphics, add sound and music assets, and design game rules. You will first design an example game and enhance it by adding various features over the course of the book. Each chapter adds more colors, enhances the game, and takes it to the next level. You will also learn how to work with Box2D, a popular 2D physics engine that forms an integral part of some of the most successful mobile games.

By the end of the book, you will be able to create a complete, interactive, and fully featured mobile game for Android and publish it to Google Play.

Authors

Table of Contents

Chapter 1: Setting Up an AndEngine Project
Prerequisites
Downloading and installing the required software
Getting the AndEngine libraries
Creating a new application
Understanding resolution policies
Summary
Chapter 2: Game Concept and Assets
The game concept
Getting the assets
Scene diagram
Summary
Chapter 3: From Assets to Entities
Managing resources
Entities
Summary
Chapter 4: HUD and Text Display
Fonts and text
Writing text
HUD
Working with toasts
Localization
Debug output
Summary
Chapter 5: Basic Interactions
A simple animation
User input
Collision detection
Using correct threads to perform actions
Summary
Chapter 6: Physics
The physics engine
Adding physics
Summary
Chapter 7: Detecting Collisions and Reacting to Events
Collisions
Game events
Playing sounds on events
Summary
Chapter 8: Advanced Physics
The Box2D Debug Draw extension
Assembling bodies from fixtures
Collision filtering
Joints
Summary
Chapter 9: Adding a Menu and Splash Scene
Managing multiple scenes
Storing values
Summary
Chapter 10: Polishing the Game
What is polishing?
Adding music
Adding animations using entity modifiers
Particle systems
Parallax background
Shaders
Summary
Chapter 11: Testing, Publishing, and What's Next
Creating a production APK
Testing with the production APK
Testing on multiple devices
Getting in touch with the community
Publishing the game to the Google Play store
Promotion
Next steps
Summary

Book Details

ISBN 139781783985968
Paperback286 pages
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