By Jayme Schroeder, Brian Broyles
Step-by-step certain directions and data on a few AndEngine services, together with illustrations and diagrams for additional help and effects. examine all in regards to the a variety of features of AndEngine with top and useful examples, helpful for bringing your principles to lifestyles. enhance the functionality of previous and destiny video game tasks with a set of helpful optimization suggestions. constitution your functions in a way that offers a tender movement from splash reveal to point choice, to video game play.
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Additional info for AndEngine for Android Game Development Cookbook
Info AndEngine Game Structure ff FixedResolutionPolicy: The FixedResolutionPolicy class allows us to apply a fixed display size for our application, regardless of the size of the device's display or Camera object dimensions. This policy can be passed to EngineOptions via new FixedResolutionPolicy(pWidth, pHeight), where pWidth defines the final width that the application's view will cover, and pHeight defines the final height that the application's view will cover. For example, if we pass a width of 800 and a height of 480 to this policy-types constructor, on a tablet with a resolution of 1280 x 752, we'd be left with an empty black area since there will be no compensation between the resolution policy and the actual display size.
Android devices vary in their maximum texture sizes and while some may be able to store textures up to 2048 x 2048 pixels, a large number of devices have a maximum limit of 1024 x 1024. Exceeding the maximum texture size will either cause a force-closure on startup or simply fail to display proper textures depending on the device. If there is no other option and a large image is absolutely necessary, see Background stitching in Chapter 4, Working with Cameras. In the third step of this recipe, we are creating our ITextureRegion objects.
Ff A_8: Finally, we have the last texture format, which is an 8-bit alpha channel (does not support colors). Another limited-use format; the A_8 format is generally used as an alpha mask (overlay) for sprites which have colors. One example of a use for this format is a screen fading in or out by simply overlaying a sprite with this texture, then altering the transparency as time passes. When creating your texture atlases, it is a good idea to think about which types of sprites will use which type of texture regions and pack them into texture atlases accordingly.
AndEngine for Android Game Development Cookbook by Jayme Schroeder, Brian Broyles