Summary

This chapter dealt with physics in AndEngine. Now, we know that AndEngine is using a port of a popular two-dimensional physics engine called Box2D. Basic terms such as force, impulse, velocity, fixture, restitution, friction, and density were explained. We learned the differences between bodies, their properties, and how the properties influence the final simulation.

In the second part, we added the engine to the game and implemented a way to control the character using tilt and physics. Multiple ways were discussed with their advantages and drawbacks.

In the next chapter, we will add enemies and work with collisions and game events. We will learn how to manipulate the physics bodies and add and remove platforms dynamically. We are also going to add enemies, and to make the game more interactive, we will add sounds to the collisions.

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