And Engine for android game development cookbook RAW

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Ngày đăng: 01/04/2014, 22:09

Tài liệu gameandgine [...]... native android views (text boxes, on-screen keyboard, buttons, etc.) with the AndEngine game surface which is otherwise not possible The most likely scenario for mixing AndEngine with native android views would have to be applying Ads to your game for some revenue generation The engine object Before we start programming our game, it is a good idea to come up with the performance needs of the game AndEngine... with the Android SDK before It's the entry point to any android application by default In AndEngine development this method simply calls the onCreateEngineOptions method in your BaseGameActivity then applies the returned options to the game engine ff onResume - Another Android SDK native method Here we simply acquire the wake lock settings and continue on to call the onResume method for the engine' s... simply changing the 'new' object type: @Override public Engine onCreateEngine(EngineOptions engineOptions){ return new FixedStepEngine(engineOptions, 60); } How it works… Choosing our engine ff 14 Engine – First and foremost, we have the ordinary engine class This engine is not ideal for game development as it has absolutely no limitations on our games in regards to frames per second On two separate... native android pause method which calls the pause method for the RenderSurfaceView objects and reverts the wake lock settings applied by the game engine ff onPauseGame - Secondly, the AndEngine implementation of onPause which simply calls the stop() method on the engine, causing all of the engine' s update handlers to halt along with the update thread ff onDestroy - In the onDestroy method AndEngine... sounds and music Including sounds and music into our games with the help of AndEngine is a simple task Getting ready Refer to the project ClassCollection01 (SoundsAndMusic.java) for the working code for this topic How to do it… Refer to the project SoundsAndMusic in the code bundle How it works… Unless the game being developed is highly focused on sounds and music, AndEngine should have no problem handling... onCreateScene and onPopulateScene and are executed in that order The BaseGameActivity class requires us to execute callbacks when we are finished with the life-cycle method in order for the engine to continue on to the next lifecycle method Alternatively, if your game doesn't necessarily require control over the callbacks, you can use a SimpleBaseGameActivity which handles the callbacks for us 13 AndEngine Game. .. handle resetting the game data simply reverting all of our scores and bird/enemy counts back to default 19 AndEngine Game Structure That is all it really takes when it comes to setting up a game manager Obviously the larger the game, the more complex the game manager will be This should give you an understanding of how much more organized you can be by bundling variables and methods related to the game. .. BaseGameActivity Class BaseGameActivity is the AndEngine activity class which handles most of the life-cycle calls for us Though as a developer we are required to initialize some objects used by the game engine on start-up The life-cycle methods we are responsible for include onCreateEngineOptions (Technically, this is not part of the life-cycle but we must return the engine options to onCreateGame),... by updating the game based on time passed rather than device speed The contents of this book's recipes will be based on the use of this engine ff LimitedFPSEngine – The limited FPS engine allows us to set a preferred step count for the engine The difference between this engine and fixed step engine is that if the time since the last update is longer than the preferred step count, AndEngine will call... wouldn't want to base your entire games texture format on compressed textures, but for large quantities of subtle images, using compressed textures can add noticeable performance to your game 25 AndEngine Game Structure See also ff Creating the resource manager ff Applying options to our textures Applying options to our textures We've discussed the different types of textures AndEngine provides; now let's
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