Hello Everyone!

- From ME ^_^

» It contains an Engine and manages it by creating a SurfaceView by which the contents of the Engine are drawn into. . » There is always exactly one Engine for one BaseGameActivity.» It is the root of a game. » You can proceed from one BaseGameActivity to another using common Android mechanisms.

except for the SplitScreenEngines. .» The Engine makes the game proceed in small discrete steps of time. » There usually is one Scene per Engine. » It manages to synchronize a periodic drawing and updating of the Scene. which contains all the content that your game is currently handling actively.

» It tells AndEngine how to deal with the different screen-sizes of different devices. . That means objects won t be distorted while the SurfaceView has the maximum size possible. while keeping a specific ratio. » RatioResolutionPolicy will maximize the SurfaceView to the limiting size of the screen.» An implementation of the IResolutionPolicy interface is part of the EngineOptions.

» A Camera defines the rectangle of the scene that is drawn on the screen. » There are also subclasses that allow zooming and smooth position changes of the Camera. » Usually there is one Camera per Scene. . as not the whole scene is visible all the time. except for the SplitScreenEngines.

which themselves can contain a (fixed or dynamic) amount of Entities. » There are subclasses. » A Scene has a specific amount of Layers. like the CameraScene/HUD/MenuScene that are drawing themselves to the same position of the Scene no matter where the camera is positioned to. .» The Scene class is the root container for all objects to be drawn on the screen.

» An Entity is an object that can be drawn. Rectangles. like Sprites. An Entity has a position/rotation/scale/color/etc . Text or Lines.

so the space can be used better.» A Texture is an image in the memory of the graphics chip. the width and the height of a Texture has to be a power of 2. » On Android. . Therefore AndEngine assembles a Texture from a couple of ITextureSources.

.» An implementation of the ITextureSource interface like AssetTextureSource which manages loading of an image onto a specific position in the Texture.

.» A TextureRegion defines a rectangle on the Texture. » A TextureRegion is used by Sprites to let the system know what part of the big Texture the Sprite is showing.

» Changes made to the AndEngine-Shape are not reflected in the Physics you have to call the methods on the Body object you have used to create the PhysicsConnector. you SHOULD disable the Physics calculated by AndEngine itself. » Once using Physics (and a PhysicsConnector) with an AndEngine-Shape. .» A PhysicsConnector manages to update the AndEngine-Shape (like Rectangles/Sprites/etc ) when their physics representations bodies change. by calling setUpdatePhysics(false) to the Shape.