更新时间:2021-07-16 19:42:39
coverpage
Mastering AndEngine Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. Setting Up the Project
Project requirements
Application basics
Creating the scene
Running Android applications
Debugging
Our goals
Summary
Chapter 2. Replacing 2D Sprites with 3D Models
Why 3D in a 2D game makes sense
2D and 3D compared
Dealing with the third dimension
Setting up the environment
Importing a model
Basic Android OpenGL ES
Adding 3D models to AndEngine
The result
Chapter 3. Physics Engine Integration
Integrating physics with AndEngine
Integrating Box2D
A discussion on 2D physics
Chapter 4. Frame-based Animation Sequences
Different frame types
Sprite sheets
Chapter 5. Skeletal Animations
Bones and joints
Animating
Skinning
3D skeletal animation
Key frames and interpolation
2D skeletal animation
Loading skeletal animations
Morph target animation
Chapter 6. Creating 3D Effects in 2D
Perspective
Parallax
Axonometric and oblique projection
Shadows
Chapter 7. Static Lighting
Defining lighting
2D static lighting
3D static lighting
The benefits of static lighting and shadows
Lightmaps
Shadow mapping
Shadow volumes
Lights
Common AndEngine lighting effects
Chapter 8. Dynamic Lighting
Making lighting dynamic
Dynamic 2D lighting
Dynamic 3D lighting
Cheap dynamic shadows
Reflections
Combining static and dynamic lighting
Chapter 9. User Interfaces
Menu systems
Visual matching
Controls
Text input
Chapter 10. Shading Aliasing and Resolutions
Handling different resolutions
OpenGL ES shaders
Adding anti-aliasing
Chapter 11. Adding Sounds and Effects
AndEngine's sound classes
OpenSL ES
OpenAL
Positional audio
Sound effects
Managing audio resources
Chapter 12. Building Worlds for Our Project
Scene managers
Transitions
Backgrounds
Hierarchies