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