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AndEngine for Android game development cookbook /

A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. ""AndEngine for Android Game Development Cookbook"" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporti...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Schroeder, Jayme
Otros Autores: Broyles, Brian
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Pub., ©2013.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a AndEngine for Android game development cookbook /  |c Jayme Schroeder, Brian Broyles. 
260 |a Birmingham, UK :  |b Packt Pub.,  |c ©2013. 
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520 |a A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. ""AndEngine for Android Game Development Cookbook"" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development. This book requires. 
505 0 |a Table of Contents; AndEngine for Android Game Development Cookbook; AndEngine for Android Game Development Cookbook; Credits; About the Authors; 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; Downloading the example code; Errata; Piracy; Questions; 1. AndEngine Game Structure; Introduction; Know the life cycle; Getting ready; How to do it ... ; How it works ... ; There's more ... ; The LayoutGameActivity class. 
505 8 |a The SimpleBaseGameActivity and SimpleLayoutGameActivity classesThe SimpleAsyncGameActivity class; Choosing our engine type; Getting ready; How to do it ... ; How it works ... ; Selecting a resolution policy; How to do it ... ; How it works ... ; Creating object factories; Getting ready; How to do it ... ; How it works ... ; Creating the game manager; Getting ready; How to do it ... ; How it works ... ; Introducing sounds and music; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Music objects; Sound objects; Working with different types of textures; Getting ready; How to do it ... ; How it works ... ; There's more ... 
505 8 |a BuildableBitmapTextureAtlasTiledTextureRegion; Compressed textures; See also; Applying texture options; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Texture formats; See also; Using AndEngine font resources; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Creating the resource manager; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Saving and loading game data; Getting ready; How to do it ... ; How it works ... ; There's more ... ; 2. Working with Entities; Introduction; Understanding AndEngine entities; How to do it ... ; How it works ... 
505 8 |a There's more ... Applying primitives to a layer; Getting ready ... ; How to do it ... ; How it works ... ; There's more ... ; See also; Bringing a scene to life with sprites; Getting ready ... ; How to do it ... ; How it works ... ; There's more ... ; Using OpenGL's dithering capability; See also; Applying text to a layer; Getting ready ... ; How to do it ... ; How it works ... ; There's more ... ; See also; Using relative rotation; Getting ready ... ; How to do it ... ; How it works ... ; Overriding the onManagedUpdate method; Getting ready ... ; How to do it ... ; How it works ... ; There's more ... ; Using modifiers and entity modifiers; Getting ready ... 
505 8 |a How to do it ... How it works ... ; AndEngine's modifiers; AndEngine's entity modifiers; There's more ... ; See also; Working with particle systems; Getting ready ... ; How to do it ... ; How it works ... ; Particle emitter selection; Particle initializer selection; Particle modifier selection; See also; 3. Designing Your Menu; Introduction; Adding buttons to the menu; Getting ready ... ; How to do it ... ; How it works ... ; See also; Adding music to the menu; Getting ready ... ; How to do it ... ; How it works ... ; See also; Applying a background; How to do it..; How it works ... ; There's more ... ; The EntityBackground class. 
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