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    AndEngine is a set of libraries, made by Nicolas Gramlich, made to program 2D videogames for android

    devices through the OpenGL ES 2.0 technology. It is easy to use, has multiple features and is open

    source!

    1.

    Core terminology

    RSAndEngine

    The Engine make the game proceed in small discrete steps of time. The Engine

    manages to synchronize a periodic drawing and updating of the Scene, which

    contains all the content that your game is currently handling actively.

    RSAndEngine has 4 events:

    _EngineOptionsCreated (Options AsObject)

    _LoadResources

    _SceneCreated (s AsObject)

    _Stopped

    AndCamera

    A Camera defines the rectangle of the scene that is drawn on the screen, as not the

    whole scene is visible all the time. Usually there is one Camera per Scene.

    BoundCamera- you might specify bounds for your scene.

    ZoomCamera- you might enable zooming, pinch zoom, and scrolling camera.

    (Will be supported later)

    AndScene

    The Scene class is the root container for all objects to be drawn on the screen. A

    Scene has a specific amount of Layers, which themselves can contain a (fixed or

    dynamic) amount of Entities.

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    AndScene has 2 events that needs to be registered

    _SceneTouched (Scen AsObject, Action AsInt)

    _AreaTouched (Action AsInt, LocalX AsFloat, LocalY AsFloat)

    AndSprite

    AndSprite is an object that can be drawn. An Sprite has a

    position/rotation/scale/color/etc.

    TiledSprite- entity with tiled texture, you may switch between tiles.

    AnimatedSprite- extension of the TiledSprite, you may animate tiles in

    specified intervals.

    _AreaTouched (Action AsInt, SceneX AsFloat, SceneY AsFloat,

    LocalX AsFloat, LocalY AsFloat, Tag AsObject)

    _ManagedUpdate (SecondsElapsed AsFloat)