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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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