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AndEngine for Android Game Development Cookbook电子书

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4人正在读 | 0人评论 9.8

作       者:Jayme Schroeder

出  版  社:Packt Publishing

出版时间:2013-01-14

字       数:407.9万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. "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.
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AndEngine for Android Game Development Cookbook

Table of Contents

AndEngine for Android Game Development Cookbook

Credits

About the Authors

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. AndEngine Game Structure

Introduction

Know the life cycle

Getting ready

How to do it…

How it works…

There's more…

The LayoutGameActivity class

The SimpleBaseGameActivity and SimpleLayoutGameActivity classes

The SimpleAsyncGameActivity class

Choosing our engine type

Getting ready

How to do it…

How it works…

Selecting a resolution policy

How to do it…

How it works…

Creating object factories

Getting ready

How to do it…

How it works…

Creating the game manager

Getting ready

How to do it…

How it works…

Introducing sounds and music

Getting ready

How to do it…

How it works…

There's more…

Music objects

Sound objects

Working with different types of textures

Getting ready

How to do it…

How it works…

There's more…

BuildableBitmapTextureAtlas

TiledTextureRegion

Compressed textures

See also

Applying texture options

Getting ready

How to do it…

How it works…

There's more…

Texture formats

See also

Using AndEngine font resources

Getting ready

How to do it…

How it works…

There's more…

See also

Creating the resource manager

Getting ready

How to do it…

How it works…

There's more…

See also

Saving and loading game data

Getting ready

How to do it…

How it works…

There's more...

2. Working with Entities

Introduction

Understanding AndEngine entities

How to do it...

How it works…

There's more...

Applying primitives to a layer

Getting ready…

How to do it…

How it works…

There's more...

See also

Bringing a scene to life with sprites

Getting ready…

How to do it…

How it works…

There's more...

Using OpenGL's dithering capability

See also

Applying text to a layer

Getting ready…

How to do it…

How it works…

There's more...

See also

Using relative rotation

Getting ready…

How to do it…

How it works…

Overriding the onManagedUpdate method

Getting ready…

How to do it…

How it works…

There's more…

Using modifiers and entity modifiers

Getting ready…

How to do it…

How it works…

AndEngine's modifiers

AndEngine's entity modifiers

There's more…

See also

Working with particle systems

Getting ready…

How to do it…

How it works…

Particle emitter selection

Particle initializer selection

Particle modifier selection

See also

3. Designing Your Menu

Introduction

Adding buttons to the menu

Getting ready…

How to do it…

How it works…

See also

Adding music to the menu

Getting ready…

How to do it…

How it works…

See also

Applying a background

How to do it..

How it works…

There's more...

The EntityBackground class

The SpriteBackground class

The RepeatingSpriteBackground class

See also

Using parallax backgrounds to create perspective

Getting ready…

How to do it…

How it works…

There's more…

See also

Creating our level selection system

Getting ready…

How to do it…

How it works…

Explaining the LevelSelector class

Explaining the LevelTile class

There's more…

See also

Hiding and retrieving layers

Getting ready…

How to do it…

How it works…

There's more...

See also

4. Working with Cameras

Introduction

Introducing the camera object

How to do it…

How it works…

Limiting the camera area with the bound camera

How to do it...

How it works...

See also

Taking a closer look with zoom cameras

How to do it...

How it works…

There's more…

See also

Creating smooth moves with a smooth camera

How to do it…

How it works…

See also

Pinch-zoom camera functionality

Getting started…

How to do it…

How it works…

See also

Stitching a background together

Getting started...

How to do it…

How it works…

See also

Applying a HUD to the camera

How to do it...

How it works…

Applying a controller to the display

Getting started...

How to do it…

How it works…

Coordinate conversion

How to do it…

How it works…

Creating a split screen game

Getting started…

How to do it…

How it works...

5. Scene and Layer Management

Introduction

Creating the scene manager

Getting ready...

How to do it...

How it works...

See also...

Setting up the resource manager for scene resources

Getting ready...

How to do it...

How it works...

See also...

Customizing managed scenes and layers

Getting ready...

How to do it...

How it works...

See also...

Setting up an activity to use the scene manager

Getting ready...

How to do it...

How it works...

See also...

6. Applications of Physics

Introduction to the Box2D physics extension

Getting ready...

How to do it...

How it works...

There's more...

See also

Understanding different body types

Getting ready...

How to do it...

How it works...

There's more...

See also

Creating category-filtered bodies

Getting ready...

How to do it...

How it works...

There's more...

See also

Creating multiple-fixture bodies

Getting ready...

How to do it...

How it works...

See also

Creating unique bodies by specifying vertices

Getting ready...

How to do it...

How it works...

See also

Using forces, velocities, and torque

Getting ready...

How to do it...

How it works...

There's more...

See also

Applying anti-gravity to a specific body

Getting ready...

How to do it...

How it works...

See also

Working with joints

Getting ready...

How to do it...

How it works...

There's more...

More joint types

The distance joint

The mouse joint

The prismatic joint

The pulley joint

The revolute joint

The weld joint

See also

Creating a rag doll

Getting ready...

How to do it...

How it works...

See also

Creating a rope

Getting ready...

How to do it...

How it works...

See also

Working with collisions

Getting ready...

How to do it...

How it works...

See also

Using preSolve and postSolve

Getting ready...

How to do it...

How it works...

See also

Creating destructible objects

Getting ready...

How to do it...

How it works...

See also

Raycasting

Getting ready...

How to do it...

How it works...

See also

7. Working with Update Handlers

Getting started with update handlers

Getting ready...

How to do it...

How it works...

See also

Attaching an update handler to an entity

Getting ready...

How to do it...

How it works...

There's more...

See also

Using update handlers with conditionals

Getting ready...

How to do it...

How it works...

See also

Handling the removal of an entity from the game

Getting ready...

How to do it...

How it works...

See also

Adding game timers

Getting ready...

How to do it...

How it works...

See also

Setting entity properties based on the time passed

Getting ready...

How to do it...

How it works...

There's more...

See also

8. Maximizing Performance

Introduction

Ignoring entity updates

How to do it…

How it works…

See also

Disabling background window rendering

Getting ready...

How to do it...

How it works...

Limiting simultaneous sound streams

How to do it...

How it works…

See also

Creating sprite pools

Getting started…

How to do it…

How it works…

There's more…

See also

Cutting down render time with sprite groups

Getting started…

How to do it…

How it works…

There's more…

See also

Disabling rendering with entity culling

How to do it…

How it works…

There's more…

See also

9. AndEngine Extensions Overview

Introduction

Creating live wallpaper

Getting ready

How to do it…

How it works…

See also…

Networking with the multiplayer extension

Getting ready

How to do it...

How it works...

Creating high-resolution graphics with SVG

Getting ready

How to do it...

How it works…

See also…

Color mapping with SVG texture regions

Getting ready

How to do it...

How it works…

There's more…

See also…

10. Getting More From AndEngine

Loading all textures from a folder

Getting ready...

How to do it...

How it works...

See also

Using textured meshes

Getting ready...

How to do it...

How it works...

See also

Applying a sprite-based shadow

Getting ready...

How to do it...

How it works...

See also

Creating a physics-based moving platform

Getting ready...

How to do it...

How it works...

See also

Creating a physics-based rope bridge

Getting ready...

How to do it...

How it works...

See also

A. Source Code for MagneTank

Game level classes

ManagedGameScene.java

GameLevel.java

LoadingRunnable.java

Levels.java

BouncingPowerBar.java

MagneTank.java

MagneticCrate.java

MagneticOrb.java

MagneticPhysObject.java

MechRat.java

MetalBeamDynamic.java

MetalBeamStatic.java

ParallaxLayer.java

PhysObject.java

RemainingCratesBar.java

TexturedBezierLandscape.java

TexturedMesh.java

WoodenBeamDynamic.java

Input classes

BoundTouchInput.java

GrowButton.java

GrowToggleButton.java

GrowToggleTextButton.java

Layer classes

LevelPauseLayer.java

LevelWonLayer.java

ManagedLayer.java

OptionsLayer.java

Manager classes

GameManager.java

ResourceManager.java

SceneManager.java

SFXManager.java

Menu classes

LevelSelector.java

LevelSelectorButton.java

MainMenu.java

ManagedMenuScene.java

ManagedSplashScreen.java

SplashScreens.java

Activity and Engine Classes

MagneTankActivity.java

MagneTankSmoothCamera.java

ManagedScene.java

SwitchableFixedStepEngine.java

Index

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