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

By Jayme Schroeder, Brian Broyles

Step-by-step distinctive directions and knowledge on a few AndEngine features, together with illustrations and diagrams for extra help and effects. research all concerning the a variety of elements of AndEngine with top and useful examples, worthwhile for bringing your rules to lifestyles. enhance the functionality of prior and destiny online game initiatives with a set of important optimization guidance. constitution your functions in a way that gives a tender circulate from splash reveal to point choice, to video game play.

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Additional resources for AndEngine for Android Game Development Cookbook

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Public static SmallObject createSmallObject(final int pX, final int pY){ return new SmallObject(pX, pY); } } How it works… In the first step of this recipe, we are creating a BaseObject class. This class includes two member variables called mX and mY, which we can imagine would define the position on the device's display if we are dealing with AndEngine entities. Once we've got our base class set up, we can start creating subtypes of the base class. The BaseObject class in this recipe has two inner classes which extend it, one named LargeObject and the other, SmallObject.

Xml Android resource file provided for our project in order to keep strings organized and easy to manage. There's more… AndEngine uses Android native sound classes to provide audio entertainment within our games. These classes include a few additional methods aside from play() and pause() that allow us to have more control over the audio objects during runtime. Music objects The following list includes methods provided for the Music objects: ff seekTo: The seekTo(pMilliseconds) method allows us to define where the audio playback of a specific Music object should start from.

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