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Learning AndEngine电子书

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2人正在读 | 0人评论 9.8

作       者:Martin Varga

出  版  社:Packt Publishing

出版时间:2014-09-10

字       数:233.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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If you are a beginner to AndEngine, or mobile game development in general, and you are looking for a simple way to start making games for Android, this book is for you. You should already know the basics of Java programming, but no previous game development experience is required.
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Learning AndEngine

Table of Contents

Learning AndEngine

Credits

About the Author

Acknowledgments

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

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

Downloading the color images of this book

Errata

Piracy

Questions

1. Setting Up an AndEngine Project

Prerequisites

Downloading and installing the required software

Downloading the Android SDK

Installing the Android SDK

Configuring the Eclipse IDE

Getting the AndEngine libraries

Selecting the correct branch

AndEngine repositories

Downloading the sources

Adding AndEngine to the Eclipse IDE

Creating a new application

Creating a simple Android application

Device configuration

Before Honeycomb

Honeycomb until Ice Cream Sandwich

Jelly Bean and later

Running the application

Adding AndEngine

Adding the required projects

Changing the GameActivity to an AndEngine activity

Understanding the activity lifecycle

The BaseGameActivity class

The onCreateEngineOptions method

The onCreateResources method

The onCreateScene method

The onPopulateScene method

Running the application

Understanding resolution policies

FixedResolutionPolicy

FillResolutionPolicy

RelativeResolutionPolicy

RatioResolutionPolicy

CropResolutionPolicy

Summary

2. Game Concept and Assets

The game concept

Identifying the basic entities

Getting the assets

Graphics

Graphic formats

The main character

The enemy

Platform and clouds

Putting it all together

Sounds and music

Audio file formats

Sound effects

Music

Scene diagram

Summary

3. From Assets to Entities

Managing resources

Loading graphics

Bitmap texture format

Texture options

Interpolation

Nearest-neighbor interpolation

Bilinear interpolation

Repeating

Alpha channel settings

Creating the regions

Building the atlas

Texture and alpha bleeding

Texture bleeding

Alpha bleeding

Unloading graphics

Loading sounds and music

Unloading sounds and music

Loading fonts

Unloading fonts

Putting it all together

Entities

Scene

AbstractScene

GameScene

Background

Sprite, tiled sprite, and animated sprite

Main character

Player class

PlayerFactory class

Using the new entity and its factory

Platforms and enemies

Running the code

Summary

4. HUD and Text Display

Fonts and text

Storing the font on a texture

Storing special characters and international alphabets

Characters from European languages

Korean, Chinese, Japanese, and other similar writing systems

Other writing systems

Workaround for unsupported languages

Other limitations of the font texture

Writing text

HUD

Working with toasts

Localization

Debug output

Logging to LogCat from AndEngine

Logging best practices

Summary

5. Basic Interactions

A simple animation

An animated sprite

Entity modifiers

User input

Touchscreen

Touch events

The scene touch listener

The entity touch area

Touch area bindings

Accelerometer

Pausing and resuming the accelerometer

Collision detection

Handling collisions

Collision handlers

The collidesWith method

Using correct threads to perform actions

Summary

6. Physics

The physics engine

Basic terms

Body types

Fixtures

Shapes

Density

Friction

Elasticity

Sensor

The physics world

Forces and impulses

Joints

Adding physics

Adding a physics world

Introducing a collidable entity

Relation between physics bodies and entities

Adding a physics body to the player entity

Adding platforms

Controlling the player character

Changing the gravity vector

Using forces

Using impulses

Setting the velocity directly

Summary

7. Detecting Collisions and Reacting to Events

Collisions

Detecting collisions

The player-platform collision

The player-enemy collision

The Enemy class and EnemyFactory

Adding enemies to the scene

Updating the contact listener

Game events

The chase camera

Adding and removing platforms and enemies

Detecting the player character's death

Score

Wrapping the world around

Restarting the game after a player dies

Showing a message on game over

Restarting the game on tap

Playing sounds on events

Playing the jump sound

Playing the fall sound when the player's character dies

Summary

8. Advanced Physics

The Box2D Debug Draw extension

Adding Debug Draw to our AndEngine project

Using Debug Draw in a game

Assembling bodies from fixtures

Creating an empty body

The head fixture

Creating the torso

Creating the legs

Assembling the body

Collision filtering

Category

The category mask

Example of categories and masks

Group index

Joints

The revolute joint

The distance joint

The prismatic joint

The line joint

The weld joint

The friction joint

The pulley joint

The gear joint

The mouse joint

Implementing a revolute joint

Summary

9. Adding a Menu and Splash Scene

Managing multiple scenes

A splash scene

Updating the resource manager

Creating the scene

The menu scene

The loading scene

The scene manager

Plugging in the SceneManager class

Storing values

Using preferences

Settings

Playing sound according to the settings

High score

Summary

10. Polishing the Game

What is polishing?

Adding music

Life cycle of the media player

Adding animations using entity modifiers

Chaining modifiers

Modifiers

Ease functions

Using the modifier callback hooks

Particle systems

Creating a flying in the clouds effect

Creating a fire and smoke effect

Parallax background

VerticalParallaxEntity

Creating a parallax background

Shaders

Summary

11. Testing, Publishing, and What's Next

Creating a production APK

Testing with the production APK

Testing on multiple devices

Using an emulator

Getting in touch with the community

Publishing the game to the Google Play store

Publishing to the beta stage first

Creating the application

Crash reports

Debugging crashes

Publishing to production

Promotion

Next steps

The first week

The first month

Summary

Index

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