We have our draft and it's time to convert the ideas into reality. In the first part of this chapter, we are going to see how assets—images, fonts, sounds, and music—are loaded into the memory. We will go through different ways of loading images based on the desired quality and performance. This chapter will also point out the most common mistakes made when storing and using textures.
In the second part, we will create the entities that will be used throughout the game. This is an important transition from a static image to an interactive object.
In many games written in AndEngine, you will see the
ResourceManager class. It's one of the established patterns that you should be using as well.