I'm new to AndEngine. I'm making a game,where I want to implement level selection.
Where I want to use swipe for all levels.
I know about swipe detection. But I don't know how can I implement swipe effect, like scenes are changing. I searched on internet a lot, but couldn't fine useful solution.
Do I have to make all sprite on one scene or make different scenes?
Any suggestion how to implement this?
You need to create different scenes and at runtime change t scene using
mEngine.setScene(myOtherScene);
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I'm making an Android Game using AndEngine. I'm making 5 levels in this puzzle game.
Now I want to implement level selection part.Where I'm planning to make 5 scenes and user can swipe them.
But I don't know how to implement swipe with its effect in Andengine.
Looking for some help.
Use the SurfaceGestureDetector in Andengine:
https://code.google.com/p/andengine/source/browse/src/org/anddev/andengine/input/touch/detector/SurfaceGestureDetector.java?r=7d81e830fea0a8bfaac9cc185301e9823ea38092
Here is the andengine forum post that introduced the SurfaceGestureDetector, which was integrated into andengine. You can see how to use it in the code provided.
http://www.andengine.org/forums/tutorials/scene-with-gesturedetector-t748.html
I am creating a simple game for thesis. It doesn't have Activity classes but instead has Screen classes for each level. I would like to implement a SLICE functionality for this game. For example, the user would slice at the enemy to attack it.
I tried searching Google for this, but nothing comes up but the Slice game, slice() function in javascript, etc. I really don't know what to call it.
I think that what you really want is a "swipe" gesture, which recognizes someone quickly moving their finger across the screen.
This answer describes a great way of implementing such a gesture, and you could possibly modify it to parameters that "feel" right for your slice.
I am programming an android game that has a screen, which has a ScrollView that contains almost everything on the screen. I need to have image elements that move around, can be clicked on (but also be transparent to clicks in certain situations) that have multiple layers and animations.
Should I use layered Imagebuttons? there can potentially be doezens of them on the screen at once, and i don't know if there are memory concerns about having 200 imagebuttons on a screen.
Do I need to use a canvas? I have seen canvases in many examples, but i don't know if they are the best option.
Is there some other class or way of doing this that is better?
any help you can provide would be much appreciated.
You'd be best served by an Android game library. Check also e3roid.
I'm thinking about writing a pretty basic game, which mostly involves sliding images around on the screen when tapped. So tap an image and it slides to one side. Doesn't seem like Android Animations will help me here since those don't actually move the images, just makes it appear moved.
So even though this seems like pretty basic functionality, it seems like I have to write a game loop,etc and implement my own code to handle the "animation" (including some acceleration/deceleration), etc. Not hugely hard or anything, but just seems like overkill. Also using a 3rd party game engine also seems like overkill, just in the time it would take to learn that, and so on.
Am I off base here?
If anyone has any suggestions that might get me pointed in the right direction (links, etc) that would be great. Is there a good way to use Android Animation functionality in this case that I am missing?
If you are developing for Honeycomb, it may be as easy with animations. With Honeycomb, there is a whole new strategy to animation. Check out the blog. The premises is that any property or value can be animated, and that includes the view's actual position (and not just look like it moved).
I have built a couple of games using AndEngine (http://andengine.org) I would recommend it for making games for android. And since it is all written in java, it is relativiely easy to integrate it with layouts and other activities.
I'm trying to update the project at http://code.google.com/p/android-wheel/ to act like the iPhone spinner/Urban Spoon App.
I want to add acceleration/deceleration to scrolling, as well as a spinning animation. I just don't know where to start. I was able to get the whole control to slide with the built in android transitions by adding the effects to the onTouchEvent in the WheelView here.
Obviously that's not very useful and I don't think the transition animations are what I need. Can anybody take a look at this and at the very least suggest how to start modifying it to do what I want? Any help would be appreciated. I don't expect anybody to implement this and hand it to me but I'm confused and frustrated with this, so I would like some kind of guidance.
I've tried the webview method here but it loads and runs kind of slow and it doesn't animate either so I'd rather just use the customized Android controls if possible.
Thanks for any help.
Now the android-wheel project supports animation. So, you can take a look at code to investigate how it works.