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AndEngine for Android Game Development Cookbook

Android Android

AndEngine for Android Game Development Cookbook

Autor: Jayme Schroeder, Brian Broyles
Broj strana: 380
ISBN broj: 9781849518987
Izdavač: PACKT PUBLISHING PACKT PUBLISHING
Godina izdanja: 2014.

                 
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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

Table of Contents

Preface

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

Index


Preface


Up


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


Up


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


Up


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


Up


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


Up


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


Up


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


Up


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


Up


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


Up


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


Up


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


Up


Appendix A: Source Code for MagneTank

Game level classes

Input classes

Layer classes

Manager classes

Menu classes


Up


Index

 

Komentari

• Filip Vasic
Imam e Verziju(englesku), kad je procitam ostavi cu utiske! pozdrav... Veoma bi nam značilo.

• Milan Avramovic
Ima li informacija kad je mozemo ocekivati?

• Ana
Po sadrzaju vidim da je vrlo zanimljiva knjiga. Zaintrigirala me je vec u samom naslovu. Bilo bi lepo videti je u vasoj prodavnici.

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