Android 2D game engine andengine Quick Start Tutorial
Introduction: Andengine is a well-known Android 2D game engine. The engine code is open source and can be used free of charge. This book explains in detail how to develop 2D games using the Andengine engine.
Probation:HTTP://PAN.BAIDU.COM/S/1C0CODIW
Objective
As a free mobile phone operating system, Android system occupies the majority of the mobile phone system share. Among Android's many app types, game apps are the biggest branch of entertainment. Due to mobile phone control features, 2D games become the mainstream of Android games, such as Flappy Bird, Plants vs Zombies, Angry Birds, flying, 2048 and so on.
Andengine is a well-known Android 2D game engine. The engine code is open source and can be used free of charge. The engine is developed primarily in the Java language and uses a small number of C/+ + languages. This book describes in detail the basic functions of andengine and the necessary operating procedures. In order to facilitate the reader to learn, the book appears in each Andengine basic functions, provided the corresponding examples.
1. Learn the required systems and software
Windows 7, Windows 8, or Windows8.1 operating systems
JDK 8
Android SDK 4.4
Andengine
Andenginephysicsbox2dextension
2. Learning Suggestions
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Directory
The 1th chapter of Understanding Andengine 1
1.1 What is Andengine 1
1.2 Configuring the Environment 1
1.2.1 Environmental Requirements 2
1.2.2 Configuring JDK 2
1.2.3 Download Eclipse 9
1.2.4 Configuring the SDK 14
1.2.5 Adding a game engine Project 16
1.2.6 Adding Andengine items 23
1.3 Creating a Project 26
1.3.1 Android Project Creation 26
1.3.2 Complete Android Game project configuration 29
2nd Chapter Andengine Game development Warm up 33
2.1 Andengine Life Cycle 33
2.1.1 Life cycle in Android 33
2.1.2 Basegameactivity Class 34
2.2 Andengine Project Commissioning Method 36
2.2.1 Configuration Simulator 36
2.2.2 Debugging using the simulator 38
2.2.3 testing in a physical machine 41
2.3 Selection of engine types 41
2.3.1 How to choose Engine Type 42
2.3.2 Select engine Type 42
2.4 Andengine Cross Device Solutions 43
2.4.1 Implementation Mode 43
2.4.2 Types of Solutions 43
The 3rd chapter starts the pre-game preparation 46
3.1 Planning Games 46
3.1.1 Positioning Game Content 46
3.1.2 Required entities in the game 47
3.1.3 Selection of pictures 48
3.1.4 Selection of Audio 50
3.2 Game Resource Allocation 50
3.2.1 Lead 50
3.2.2 Enemy 51
3.2.3 Platform and Cloud 51
3.3 Related tools recommended 51
3.3.1 Graphical Tools 52
3.3.2 Audio Tools 54
Chapter 4th Resource Management 55
4.1 Material Resources Texture 55
4.1.1 Related class Interface Introduction 55
4.1.2 Loading Images 55
4.1.3 Uninstalling an Image 60
4.2 Audio Resources 61
4.2.1 Audio Class 61
4.2.2 Loading Audio Resources 61
4.2.3 Uninstalling Audio Resources 63
4.3 Font Resources 64
4.3.1 Font Class 64
4.3.2 Loading Font Resources 64
4.3.3 Uninstalling Fonts 64
4.4 Integration Resources 65
4.4.1 Creating a ResourceManager class for a single-state mode 65
4.4.2 Loading Resources 71
4.4.3 Check if the load was successful 72
Chapter 5th Entity 73
5.1 Entity Introduction 73
5.1.1 Entities and Layers 73
5.1.2 Entity base class function 74
5.2 Scene 75
5.2.1 Using Scenario 75
5.2.2 Adding content to the scene 77
5.3 Drawing Different Shapes 78
5.3.1 Drawing Lines 78
5.3.2 Drawing a Rectangle 80
Use of 5.4 Mesh 81
5.4.1 Mesh Drawing Mode 81
5.4.2 using mesh to draw points 83
5.4.3 using mesh to draw different lines 85
5.4.4 using mesh to draw triangles 86
5.4.5 using mesh to draw a rectangle 88
5.4.6 using mesh to draw polygons 90
5.4.7 drawing Irregular shapes using mesh 92
6th Chapter Andengine in the wizard 94
6.1 Normal ELF 94
6.1.1 Using Sprites 94
6.1.2 Operation Wizard 96
6.1.3 Common Elf Operation example 97
6.2 Dynamic Sprite 103
6.2.1 Requirements for Images 103
6.2.2 Dynamic Sprite Operation 103
6.2.3 action on a person 107
6.3 Button Wizard 113
6.3.1 Requirements for button icons 113
6.3.2 Using the Button Wizard 113
6.4 Wizard's integrated use 115
Chapter 7th Text 124
7.1 Adding text in Andengine 124
7.1.1 loading Ben 124 in the game
7.1.2 about font resources and text entities 125
7.2 More Font Instances 126
8th Particle System 130
8.1 Using the particle system 130
8.1.1 Instance Operations 130
8.1.2 using particle systems Step 133
8.2 In-depth understanding of particle systems 134
8.2.1 Particle emitter 134
8.2.2 Particle Initialization 137
8.2.3 Particle System Application Scenario 139
9th modifier and Entity modifier 140
9.1 Common Modifiers Introduction 140
9.1.1 Common modifier Introduction 140
9.1.2 Andengnie Entity Modifier Introduction 143
9.2 Common modifiers for static sprites 145
9.2.1 Transparent modifier alphamodifier 145
9.2.2 Color modifier colormodifier 146
9.2.3 Delay modifier Delaymodifier 147
9.2.4 fade-in modifier fadeinmodifier 147
9.2.5 Fade modifier fadeoutmodifier 148
9.2.6 Jump modifier jumpmodifier 149
9.2.7 offset Modifier Movebymodifier 150
9.2.8 move modifier movexmodifier and moveymodifier in horizontal or vertical direction 151
9.2.9 rotation offset Modifier rotationatmodifier 153
9.2.10 Rotary modifier Rotationbymodifier 155
9.2.11 Rotary modifier rotationmodifier 156
9.2.12 scaling offset Modifier scaleatmodifier 157
9.2.13 Zoom modifier Scalemodifier 158
9.2.14 Tilt Modifier Skewmodifier 159
9.2.15 Path Modifier Pathmodifier 161
9.2.16 base spline modifier cardinalsplinemovemodifier 162
9.3 Dynamic Sprite 164
9.3.1 Loop modifier Loopentitymodifier 164
9.3.2 Parallel modifier Parallelentitymodifier 166
9.3.3 sequence Modifier Sequenceentitymodifier 167
9.4 Button Wizard 168
9.5 using modifiers in particle systems 172
9.5.1 modifiers in particle systems 172
Transparent modifier for 9.5.2 particle system alphaparticlemodifier 172
Color modifier for 9.5.3 particle system Colorparticlemodifier 173
9.5.4 particle system off-camera modifier offcameraexpireparticlemodifier 175
Rotary modifier for 9.5.5 particle system rotationparticlemodifier 175
Scaling modifier for 9.5.6 particle system scaleparticlemodifier 176
Modifier interface for 9.5.7 particle system Iparticlemodifier 178
Advanced operations for 9.5.8 particle Systems 179
9.6 Designing a Menu interface 184
10th Camera Object 190
10.1 Different camera Classes 190
10.1.1 Camera Class 190
10.1.2 Boundcamera class 193
10.1.3 Zoomcamera Class 195
Use of 10.1.4 Smoothcamera 196
10.2 Special features of the camera class 198
10.2.1 Gesture Zoom Function 198
Camera operations in the 10.2.2 stitching background 201
10.2.3 using HUD 204 in the camera
10.2.4 controlling the movement of Camera objects 208
10.2.5 Coordinate Conversion 211
10.2.6 creating a detached scene game 214
11th Application Physics engine 219
11.1 Application Physics engine 219
11.2 Body 222 in the physics engine
11.2.1 Bodytypes 222
Types of 11.2.2 Body Filter 224
11.2.3 combination of different body 226
11.3 Speed 228
11.3.1 Force manual set Speed 228
11.3.2 Gravity 234
11.4 Connection Body 236
11.4.1 How to use a variety of different connection methods 236
11.4.2 Create a "rag Doll" 244
11.4.3 Rope 251
11.5 Collisions 256
11.5.1 implementing the collision process 256
11.5.2 can destroy objects 259
Android 2D game engine Andengine Quick Start tutorial