Download AndEngine for Android Game Development Cookbook by Jayme Schroeder, Brian Broyles PDF

By Jayme Schroeder, Brian Broyles

Step-by-step distinctive directions and data on a couple of AndEngine services, together with illustrations and diagrams for additional help and effects. examine all in regards to the a variety of elements of AndEngine with best and sensible examples, priceless for bringing your rules to existence. enhance the functionality of prior and destiny video game tasks with a set of worthwhile optimization information. constitution your functions in a fashion that offers a gentle movement from splash display to point choice, to online game play.

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Extra info for AndEngine for Android Game Development Cookbook

Example text

In step two, we create the getter and setter methods that will be used to modify and obtain the data being stored in the GameManager class. The GameManager class in this recipe contains three int values that are used to keep track of important gameplay data; mCurrentScore, mBirdCount, and mEnemyCount. Each of these variables have their own corresponding getters and setters that allow us to easily make modifications to the game data. decrementEnemyCount() along with GameManager. incrementScore(pValue), where pValue would likely be provided by the enemy object being destroyed.

Png, at 70 pixels wide by 50 pixels in height. Once these rectangle images have been added to the project's assets/gfx/ folder, continue on to the How to do it... section. How to do it… There are two main components involved when building a texture in AndEngine. In the following steps, we will be creating what is known as a texture atlas that will store three texture regions out of the three rectangle PNG images mentioned in the Getting ready section. 1. This step is optional. We point the BitmapTextureAtlasTextureRegionFactory class to the folder in which our graphical images are located.

Info AndEngine Game Structure One important thing to keep in mind about texture atlases is to never create excessive texture atlases; as in do not create an atlas that is 256 x 256 for holding a single image which is 32 x 32 pixels for example. The other important point is to avoid creating texture atlases which are larger than 1024 x 1024 pixels. Android devices vary in their maximum texture sizes and while some may be able to store textures up to 2048 x 2048 pixels, a large number of devices have a maximum limit of 1024 x 1024.

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