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Learning AndEngine by Martin Varga

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Summary

In this chapter, we have learned the basics of user input. We have covered the touchscreen and accelerometer and seen how to make the game respond to touch and tilt events using animations and how to deal with collisions. Lastly, we have looked into the most common mistake that happens when working with entities and threads and how to deal with those problems.

In the next chapter, we are going to add physics to our game. We will learn about different physics bodies, forces, and how to detect collisions using the physics engine.

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