AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles |
Autore | Schroeder Jayme |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (380 p.) |
Disciplina | 005.268 |
Altri autori (Persone) | BroylesBrian |
Soggetto topico |
Application software - Development
Open source software Mobile games |
Soggetto genere / forma | Electronic books. |
ISBN |
1-84951-899-8
1-283-97089-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
Bringing 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 Taking 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 Understanding 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 Adding 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 Applying a sprite-based shadow |
Record Nr. | UNINA-9910453102803321 |
Schroeder Jayme | ||
Birmingham, : Packt Pub., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
AndEngine for Android game development cookbook [[electronic resource] ] : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles |
Autore | Schroeder Jayme |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (380 p.) |
Disciplina | 005.268 |
Altri autori (Persone) | BroylesBrian |
Soggetto topico |
Application software - Development
Open source software Mobile games |
ISBN |
1-84951-899-8
1-283-97089-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
Bringing 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 Taking 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 Understanding 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 Adding 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 Applying a sprite-based shadow |
Record Nr. | UNINA-9910779586903321 |
Schroeder Jayme | ||
Birmingham, : Packt Pub., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles |
Autore | Schroeder Jayme |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (380 p.) |
Disciplina | 005.268 |
Altri autori (Persone) | BroylesBrian |
Soggetto topico |
Application software - Development
Open source software Mobile games |
ISBN |
1-84951-899-8
1-283-97089-9 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
Bringing 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 Taking 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 Understanding 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 Adding 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 Applying a sprite-based shadow |
Record Nr. | UNINA-9910825430603321 |
Schroeder Jayme | ||
Birmingham, : Packt Pub., 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|