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AndEngine is a free Open Source 2D OpenGL Game Engine for the Android platform.

2
votes
If your units have a fixed time in which to complete their path, then they have a velocity. Calculate the velocity and use that instead of the fixed path time. The velocity is pathLength/timeToComplet …
answered Dec 4 '12 by MichaelHouse
2
votes
You can add a timer with call back to be called when your particle system is done. ... particleSystem.addParticleModifier(new ExpireModifier(particleEffectDuration)); gameObject.getScene().attachChil …
answered Jun 8 '12 by MichaelHouse
2
votes
A user on the forums has implemented a custom class for doing this. From their post: Should be quite flexible, you can tile in just x (as the current parallax background, for side scrollers etc) …
answered Mar 12 '13 by MichaelHouse
2
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Look at the stack trace it will tell you exactly which line has the null pointer exception. You need to invest in learning to use the debugger too, these are simple problems to debug and you can solve …
answered Aug 6 '12 by MichaelHouse
0
votes
Don't change the offset or scale center. AutoParallaxBackground takes care of positioning the sprites with their scaled values: public void onDraw(final GL10 pGL, final float pParallaxValue, final Ca …
answered Aug 7 '13 by MichaelHouse
3
votes
You need to profile your code and find what's taking up so much memory. Simply calling the garbage collection won't get rid of things that you've forgotten to stop using properly. Check out Traceview …
answered Feb 23 '13 by MichaelHouse
2
votes
With my limited experience with physics engines, the developer is required to implement their own drawing code for that the physics engine then uses for debug drawing. It's usually broken down into …
answered May 30 '12 by MichaelHouse
4
votes
Since the game state is going to be specific to your game, there isn't built in functionality for this in the engine. One solution would be to write the state information you want to keep to an XML fi …
answered Jan 26 '12 by MichaelHouse
2
votes
To make bodies "immune" to gravity simply apply an equal and opposite force for every step. Opposite forces will cancel each other out, leaving you with zero force (no gravity). This method means your …
answered May 24 '12 by MichaelHouse
2
votes
Create a Runnable object that executes the update to Scoreloop, then run that object from whatever thread you like with runOnUIThread. This will always ensure the code runs on the same thread. Your r …
answered Sep 20 '13 by MichaelHouse
4
votes
I suppose you could call it a collision, but it's more like an intersection. You can create a trigger zone that activates when the player enters it. A simple way of doing that would just create a list …
answered Jul 20 '12 by MichaelHouse
1
vote
As we discussed in the comments, you don't want to draw two sprites. So we go to the shader level. I've updated this for using with the fragment shader. You just need to pass in the screen min and ma …
answered Mar 22 '12 by MichaelHouse
1
vote
onAreaTouched Is triggered when the button is pressed, and that press is inside its bounds. This means the event will never be isActionOutside() or isActionCancel(), because a button simply wouldn't r …
answered Nov 20 '14 by MichaelHouse