LEADER 05678nam 2200745 a 450 001 9910969912603321 005 20240313135602.0 010 $a9781849518994 010 $a1849518998 010 $a9781283970891 010 $a1283970899 035 $a(CKB)2550000001003841 035 $a(EBL)1119788 035 $a(OCoLC)828687972 035 $a(SSID)ssj0000906139 035 $a(PQKBManifestationID)11474469 035 $a(PQKBTitleCode)TC0000906139 035 $a(PQKBWorkID)10930509 035 $a(PQKB)10043592 035 $a(Au-PeEL)EBL1119788 035 $a(CaPaEBR)ebr10648836 035 $a(CaONFJC)MIL428339 035 $a(PPN)228049814 035 $a(FR-PaCSA)88850586 035 $a(MiAaPQ)EBC1119788 035 $a(FRCYB88850586)88850586 035 $a(DE-B1597)723687 035 $a(DE-B1597)9781849518994 035 $a(EXLCZ)992550000001003841 100 $a20130129d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aAndEngine for Android game development cookbook $eover 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 /$fJayme Schroeder, Brian Broyles 205 $a1st ed. 210 $aBirmingham $cPackt Pub.$d2013 215 $a1 online resource (380 p.) 300 $aIncludes index. 311 08$a9781849518987 311 08$a184951898X 327 $aCover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer 327 $aBringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera 327 $aTaking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension 327 $aUnderstanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game 327 $aAdding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes 327 $aApplying a sprite-based shadow 330 $aA Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. ""AndEngine for Android Game Development Cookbook"" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development. This book requires 606 $aApplication software$xDevelopment 606 $aOpen source software 606 $aMobile games 615 0$aApplication software$xDevelopment. 615 0$aOpen source software. 615 0$aMobile games. 676 $a005.268 700 $aSchroeder$b Jayme$01795804 701 $aBroyles$b Brian$01795805 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910969912603321 996 $aAndEngine for Android game development cookbook$94337256 997 $aUNINA