Crundy wrote:I did see the tutorial you linked to, but I couldn't get it to work for my project and it doesn't give a complete example so when I finally got something working that involved using a controller to move a sprite round a TMX map with collisions I thought I'd post it as a complete example for others to use.
And it is very nice to see how you did it
Especially since it also shows how you add several layers and other things.
And using Box2D physics makes sense, although I would like to know the alternative if there is one. I also like seeing your way of using controls.
Using java Syntax Highlighting
physicsHandler.setVelocity(pValueX * 100, pValueY * 100);
Parsed in 0.030 seconds, using GeSHi
I use this with the digital control, to move the sprites around. Because it was how it was done in all the tutorials. I think your method might have more control over when and how the sprite moves, but I guess it might also be needed to use it with Box2D maybe?
I think I have run into the problem with not having the newest version of AndEngine. Thought I could work around it, but I cannot figure it out so far. I am excited to be moving into Box2D soon. Sure has much potential for games to use it. I hope it wont be too heavy on the performance though, but I have not even tried optimizing my code yet, my focus is mainly what works, and what does not. I am also trying to see if I can make it possible to switch between the digital and the analog control method. I am pretty sure it is possible, I think I just need merge the two methods some more somehow, to make them use the same graphics, and some way to switch the method of control.
I hope I can make a tutorial of my own soon. I am hoping to show of some simple game examples, and some explanations for them. But it is so hard to decide what to try out first
So many possibilities with AndEngine.