andengine

How to fall a sprite over another using And engine in android?

我怕爱的太早我们不能终老 提交于 2020-01-06 07:29:28
问题 Hi how can i put a one sprite over another sprite as seen in the image below as you can seen there is two sprite in the image (1).The sprite in the top should place over the sprite in the bottom as seen in the image (3).I tried some And engine example but did not get any solution yet .If any one know how to handle this problem please find some solution or any source.Thanks in advance Attaching code as per the edit public class MainActivity extends SimpleBaseGameActivity { // =================

AndEngine Level Editor Curve Path

荒凉一梦 提交于 2020-01-04 13:24:21
问题 I wanted to make a curve path in my game ( ANDENGINE ) . Right now i have implemented game like straight line. But my requirement is to run my object into curve path. How may i do this please tell me the way which tool i used without using TMX . Please refer me some another tool or way how may i do this. Same like this see this image i want to make path like this one. in ANDENGINE 来源: https://stackoverflow.com/questions/18181947/andengine-level-editor-curve-path

AndEngine Level Editor Curve Path

此生再无相见时 提交于 2020-01-04 13:24:11
问题 I wanted to make a curve path in my game ( ANDENGINE ) . Right now i have implemented game like straight line. But my requirement is to run my object into curve path. How may i do this please tell me the way which tool i used without using TMX . Please refer me some another tool or way how may i do this. Same like this see this image i want to make path like this one. in ANDENGINE 来源: https://stackoverflow.com/questions/18181947/andengine-level-editor-curve-path

GLES 2 Android Emulator

荒凉一梦 提交于 2020-01-04 02:29:08
问题 I keep on getting this error when trying to run an OpenGLES 2 application on the emulator it is running 4.0.3 with gpu emulation enabled: Failed to create Context 0x3005 emulator: WARNING: Could not initialize OpenglES emulation, using software renderer. could not get wglGetExtensionsStringARB could not get wglGetExtensionsStringARB could not get wglGetExtensionsStringARB could not get wglGetExtensionsStringARB could not get wglGetExtensionsStringARB could not get wglGetExtensionsStringARB

Andengine, how to move sprite with touchscreen

独自空忆成欢 提交于 2020-01-04 01:51:33
问题 I begin with Andengine, and have difficulties to move my sprite when i touch the screen ( not the sprite ). I really need your help, thanks a lot. here is my code: @Override protected Scene onCreateScene() { final Scene scene = new Scene(); Sprite backgroundSprite = new Sprite(0, 0, this.mBackgroundTextureRegion, getVertexBufferObjectManager()); scene.attachChild(backgroundSprite); Carl carl = new Carl(1, 30, 361, this.carl, getVertexBufferObjectManager()){ }; scene.attachChild(carl); this

TimerHandler in andengine spawing sprites at a interval

点点圈 提交于 2020-01-03 19:01:40
问题 I am using this TimerHandler in andEngine to spawn sprites at certain times.. mScene.registerUpdateHandler(new TimerHandler(0.02f, true, new ITimerCallback() { @Override public void onTimePassed(TimerHandler pTimerHandler) { addSpriteTime1 += 2; // because timer update = 0.02 seconds if (addSpriteTime1 == nextSprite1Time) { addFace(); addSpriteTime1 = 0; } addSpriteTime2 += 2; if (addSpriteTime2 == nextSprite2Time) { addFace2(); addSpriteTime2 = 0; } addSpriteTime3 += 2; if (addSpriteTime3 ==

TimerHandler in andengine spawing sprites at a interval

不问归期 提交于 2020-01-03 19:00:48
问题 I am using this TimerHandler in andEngine to spawn sprites at certain times.. mScene.registerUpdateHandler(new TimerHandler(0.02f, true, new ITimerCallback() { @Override public void onTimePassed(TimerHandler pTimerHandler) { addSpriteTime1 += 2; // because timer update = 0.02 seconds if (addSpriteTime1 == nextSprite1Time) { addFace(); addSpriteTime1 = 0; } addSpriteTime2 += 2; if (addSpriteTime2 == nextSprite2Time) { addFace2(); addSpriteTime2 = 0; } addSpriteTime3 += 2; if (addSpriteTime3 ==

BaseGameActivity.runOnUpdateThread() vs. Entity.registerUpdateHandler()

六月ゝ 毕业季﹏ 提交于 2020-01-03 08:30:15
问题 Is there any difference if I execute a Runnable with runOnUpdateThread() or I register an update handler into an Entity and execute the code with that? I would like to remove a Sprite from the Scene with Sprite.detachSelf() . In this case the tutorial says that this method must be invoked in the Update Thread with BaseGameActivity.runOnUpdateThread() . But with this solution I have to pass the activity object to every object that want to use the runOnUpdateThread() . Well... I do not like it.

andengine compileReleaseNdk error

岁酱吖の 提交于 2020-01-01 05:03:50
问题 I want to use andengine in my android studio project but I have ndk error while building. Error:Execution failed for task ':andEngine:compileReleaseNdk'. > com.android.ide.common.internal.LoggedErrorException: Failed to run command: D:\Android\android-ndk-r9d\ndk-build.cmd NDK_PROJECT_PATH=null APP_BUILD_SCRIPT=D:\Android\workspace\simpleclock\simple_clock_as\andEngine\build\intermediates\ndk\release\Android.mk APP_PLATFORM=android-19 NDK_OUT=D:\Android\workspace\simpleclock\simple_clock_as

andEngine Android-Studio linker Error during Build

二次信任 提交于 2020-01-01 03:21:09
问题 I took the source of AndEngine from their git repo, downloaded a fresh AndroidStudio, sdk and ndk,imported it, and tried to creat a simple new empty GameActivity extends BaseGameActivity. But I could not start it, cause I get the following errors: /home/uhu/android-ndk-r9d/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld: /home/uhu/AndroidStudioProjects/aaa/andEngine/build/intermediates/ndk/release/obj