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

By Jayme Schroeder, Brian Broyles

ISBN-10: 184951898X

ISBN-13: 9781849518987

Step-by-step distinct directions and knowledge on a couple of AndEngine capabilities, together with illustrations and diagrams for extra help and effects. study all in regards to the numerous elements of AndEngine with major and functional examples, worthy for bringing your principles to existence. enhance the functionality of earlier and destiny video game tasks with a set of worthy optimization assistance. constitution your functions in a fashion that gives a soft movement from splash display to point choice, to online game play.

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Extra info for AndEngine for Android Game Development Cookbook

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The main purpose of the ResourceManager class is to store resource objects, load resources, and unload resources. The following steps display how we can use ResourceManager to handle textures of one of our game's scenes. 1. info Chapter 1 public Sound public Font mSound; mFont; 2. e(e); } } 3. The third step involves providing a method of unloading all resources corresponding to our ResourceManager class' load methods: public synchronized void unloadGameTextures(){ // call unload to remove the corresponding texture atlas from memory BuildableBitmapTextureAtlas mBitmapTextureAtlas = (BuildableBitmapTextureAtlas) mGameBackgroundTextureRegion.

We can choose from preset fonts or we can add our own via the assets folder. Getting ready Perform the Know the life cycle recipe given in this chapter, so that we've got a basic AndEngine project set up in our IDE, then continue on to the How to do it... section. info AndEngine Game Structure How to do it… The following code snippets display the four different options we have for creating preset, custom asset, preset stroke, and custom asset stroke font objects. Font creation should take place in the onCreateResources() method of our BaseGameActivity class.

SetLoopCount(pLoopCount), where pLoopCount is an int value defining the number of times to loop. ff setRate: The setRate(pRate) method allows us to define the rate, or speed, at which the Sound object will play, where pRate is equal to the rate as a floating point value. 0f, while decreasing the rate will lower the audio pitch and increasing the rate will increase audio pitch. 0f. Exceeding this range on a negative or positive scale may cause errors in playback. ff setVolume: See the Music object's setVolume method's description above for details.

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

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