By Jayme Schroeder, Brian Broyles
Step-by-step specific directions and data on a few AndEngine capabilities, together with illustrations and diagrams for extra help and effects. examine all in regards to the a variety of features of AndEngine with best and sensible examples, necessary for bringing your rules to lifestyles. enhance the functionality of earlier and destiny online game tasks with a suite of valuable optimization counsel. constitution your functions in a way that gives a gentle movement from splash display to point choice, to video game play.
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We can see that the general creation is the same. In this method, we must pass the activity's AssetManager class, which can be obtained through our activity's getAssets() method. The parameter following that is the true type font we would like to import. ff The createStroke() and createStrokeFromAsset() methods: Finally, we have our stroke fonts. The stroke font gives us the ability to add outlines to the characters in our Text object. These fonts are useful in situations where we would like our text to "pop".
Sound and Music objects are resources, so as you may have guessed, the following code can be dropped into the onCreateResources() method of our activity's life cycle: /* Set the base path for our SoundFactory and MusicFactory to * define where they will look for audio files. printStackTrace(); } 3. play(); 4. The Music objects should be handled in a different manner to Sound objects. onPauseGame(); } How it works… In the first step for this recipe, we are required to let the Engine know whether we will be taking advantage of AndEngine's ability to play Sound or Music objects.
The difference between nearest and bilinear filtering is very clear in this case. In the left-hand side of the image, the bilinear star has almost no jagged edges and the colors are very smooth. On the right-hand side, we've got a star rendered with the nearest filtering. The quality level suffers as jagged edges are more apparent and if observed closely, the colors aren't as smooth. The following are a few additional texture options: Repeating: The repeating texture option allows the sprite to "repeat" the texture assuming that the ITextureRegion object's width and height has been exceeded by the size of the sprite.