AndEngine for Android Game Development Cookbook
Working with different types of textures
Using AndEngine font resources
Understanding AndEngine entities
Applying primitives to a layer
Bringing a scene to life with sprites
Overriding the onManagedUpdate method
Using modifiers and entity modifiers
Using parallax backgrounds to create perspective
Creating our level selection system
Limiting the camera area with the bound camera
Taking a closer look with zoom cameras
Creating smooth moves with a smooth camera
Pinch-zoom camera functionality
Stitching a background together
Applying a controller to the display
Setting up the resource manager for scene resources
Customizing managed scenes and layers
Setting up an activity to use the scene manager
Introduction to the Box2D physics extension
Understanding different body types
Creating category-filtered bodies
Creating multiple-fixture bodies
Creating unique bodies by specifying vertices
Using forces, velocities, and torque
Applying anti-gravity to a specific body
Getting started with update handlers
Attaching an update handler to an entity
Using update handlers with conditionals
Handling the removal of an entity from the game
Setting entity properties based on the time passed
Disabling background window rendering
Limiting simultaneous sound streams
Cutting down render time with sprite groups
Networking with the multiplayer extension
Creating high-resolution graphics with SVG
Color mapping with SVG texture regions
Loading all textures from a folder
Applying a sprite-based shadow
Creating a physics-based moving platform