Summary

In this chapter, we have learned how to load graphics and audio files into the Android device's memory. We've seen different types of textures and the texture options that influence the quality of the displayed images. Common mistakes, texture and alpha bleeding, were described and solutions for both were provided.

We have also defined basic terms such as entity, scene, background, and sprite and two types of entity hierarchies. We have designed the basic player entity and we have learned about the factory pattern that can be used to create entities. In the end, we have put everything together to put a sprite on the screen.

In the next chapter, we will explore other basic entities, namely text and HUD. We are going to discuss the limitations ...

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