Download AndEngine for Android Game Development Cookbook by Jayme Schroeder, Brian Broyles PDF

By Jayme Schroeder, Brian Broyles

Step-by-step exact directions and knowledge on a couple of AndEngine services, together with illustrations and diagrams for extra help and effects. study all in regards to the a variety of points of AndEngine with major and functional examples, invaluable for bringing your rules to lifestyles. increase the functionality of prior and destiny online game initiatives with a suite of important optimization counsel. constitution your purposes in a fashion that gives a gentle circulate from splash display to point choice, to video game play.

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You most likely wouldn't want to base your entire game's texture format on compressed textures, but for large quantities of subtle images, using compressed textures can add noticeable performance to your game. info AndEngine Game Structure See also ff Creating the resource manager in this chapter. ff Applying texture options in this chapter. Applying texture options We've discussed the different types of textures AndEngine provides; now let's go over the options we can supply our textures with.

If used properly, they can give a game the extra edge it needs to allow the player to become fully immersed while playing. On the other hand, they can also cause annoyance and disapproval if used incorrectly. In this recipe, we're going to jump into the subject of Sound and Music objects in AndEngine, covering the "how-to's" of loading them through to modifying their rates and more. Getting ready Complete the Know the life cycle recipe given in this chapter, so that we've got a basic AndEngine project set up in our IDE.

Creating the game manager The game manager is an important part of most games. A game manager is a class that should contain data relating to gameplay; including, but not limited to keeping track of score, credits/currency, player health, and other general gameplay information. In this topic, we're going to take a look at a game manager class to gain an understanding of how they work into our game structure. Getting ready Please refer to the class named GameManager in the code bundle. info Chapter 1 How to do it… The game manager we're going to introduce will be following the singleton design pattern.

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