title: AndEngine animate sprites on parallax background help! :)
body: <p><img src="https://i.stack.imgur.com/whQZL.png" alt="Example"></p>
  
  <p>Hi, My name is Jonas and i am attending a university course in Android programming.
  I always have to take the hard way and going AndEngine. </p>
  
  <p>In the above picture you can see that i am using a Parallax background with three layers.
  I am making a sidescroller so the bottom layer with the blue line that is an ice track is scrolling. I want to animate this picture and put it on the track.</p>
  
  <p><img src="https://i.stack.imgur.com/JGisC.png" alt="Picture i want to animate"></p>
  
  <p>When i load it as i animate the two people in the backgroud that is animated in the same way the emulator is going apeshit and showing me a small triangle of the picture in the corner of the screen. A animated picture that works is this one:</p>
  
  <p><img src="https://i.stack.imgur.com/1Czfn.png" alt="(Picture that works.)"></p>
  
  <p>Is my animated picture of the horse to big or is it something else i am doing wrong. There is not much i find on the internet about this matter! I would really appreciate all the help i can get! </p>
  
  <p>This is an example of my code and i know it is a ripoff of andEngine Examples but i am here to learn.</p>
  
  <pre><code>package com.example.towerofhanoi;
  
  import org.andengine.engine.camera.Camera;
  import org.andengine.engine.options.EngineOptions;
  import org.andengine.engine.options.ScreenOrientation;
  import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy;
  import org.andengine.entity.scene.Scene;
  import org.andengine.entity.scene.background.AutoParallaxBackground;
  import org.andengine.entity.scene.background.ParallaxBackground.ParallaxEntity;
  import org.andengine.entity.sprite.AnimatedSprite;
  import org.andengine.entity.sprite.Sprite;
  import org.andengine.entity.util.FPSLogger;
  import org.andengine.opengl.texture.TextureOptions;
  import org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlas;
  import       org.andengine.opengl.texture.atlas.bitmap.BitmapTextureAtlasTextureRegionFactory;
  import org.andengine.opengl.texture.region.ITextureRegion;
  import org.andengine.opengl.texture.region.TiledTextureRegion;
  import org.andengine.opengl.vbo.VertexBufferObjectManager;
  import org.andengine.ui.activity.SimpleBaseGameActivity;
  
  /**
   * (c) 2010 Nicolas Gramlich
   *
   * @author Nicolas Gramlich
   * @since 19:58:39 - 19.07.2010
   */
  public class MainActivity extends SimpleBaseGameActivity {
  // ===========================================================
  // Constants
  // ===========================================================
  
  private static final int CAMERA_WIDTH = 720;
  private static final int CAMERA_HEIGHT = 480;
  
  // ===========================================================
  // Fields
  // ===========================================================
  
  private BitmapTextureAtlas mBitmapTextureAtlas;
  private TiledTextureRegion mPlayerTextureRegion;
  private TiledTextureRegion mEnemyTextureRegion;
  
  private BitmapTextureAtlas mAutoParallaxBackgroundTexture;
  
  private ITextureRegion mParallaxLayerBack;
  private ITextureRegion mParallaxLayerMid;
  private ITextureRegion mParallaxLayerFront;
  
  // ===========================================================
  // Constructors
  // ===========================================================
  
  // ===========================================================
  // Getter &amp; Setter
  // ===========================================================
  
  // ===========================================================
  // Methods for/from SuperClass/Interfaces
  // ===========================================================
  
  @Override
  public EngineOptions onCreateEngineOptions() {
      final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
  
      return new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera);
  }
  
  @Override
  public void onCreateResources() {
      BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
  
      this.mBitmapTextureAtlas = new BitmapTextureAtlas(this.getTextureManager(), 256, 128, TextureOptions.BILINEAR);
      this.mPlayerTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "player.png", 0, 0, 3, 4);
      this.mEnemyTextureRegion = BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, this, "enemy.png", 73, 0, 3, 4);
      this.mBitmapTextureAtlas.load();
  
      this.mAutoParallaxBackgroundTexture = new BitmapTextureAtlas(this.getTextureManager(), 1024, 1024);
      this.mParallaxLayerFront = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_front.png", 0, 0);
      this.mParallaxLayerBack = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_back.png", 0, 188);
      this.mParallaxLayerMid = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mAutoParallaxBackgroundTexture, this, "parallax_background_layer_mid.png", 0, 669);
      this.mAutoParallaxBackgroundTexture.load();
  }
  
  @Override
  public Scene onCreateScene() {
      this.mEngine.registerUpdateHandler(new FPSLogger());
  
      final Scene scene = new Scene();
      final AutoParallaxBackground autoParallaxBackground = new AutoParallaxBackground(0, 0, 0, 5);
      final VertexBufferObjectManager vertexBufferObjectManager = this.getVertexBufferObjectManager();
      autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(0.0f, new Sprite(0, CAMERA_HEIGHT - this.mParallaxLayerBack.getHeight(), this.mParallaxLayerBack, vertexBufferObjectManager)));
      autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-5.0f, new Sprite(0, 80, this.mParallaxLayerMid, vertexBufferObjectManager)));
      autoParallaxBackground.attachParallaxEntity(new ParallaxEntity(-10.0f, new Sprite(0, CAMERA_HEIGHT - this.mParallaxLayerFront.getHeight(), this.mParallaxLayerFront, vertexBufferObjectManager)));
      scene.setBackground(autoParallaxBackground);
  
      /* Calculate the coordinates for the face, so its centered on the camera. */
      final float playerX = (CAMERA_WIDTH - this.mPlayerTextureRegion.getWidth()) / 2;
      final float playerY = CAMERA_HEIGHT - this.mPlayerTextureRegion.getHeight() - 5;
  
      /* Create two sprits and add it to the scene. */
      final AnimatedSprite player = new AnimatedSprite(playerX +230, playerY-180, this.mPlayerTextureRegion, vertexBufferObjectManager);
      player.setScaleCenterY(this.mPlayerTextureRegion.getHeight());
      player.setScale(2);
      player.animate(new long[]{100, 100, 100}, 6, 8, true);
  
      final AnimatedSprite enemy = new AnimatedSprite(playerX + 200, playerY -180, this.mEnemyTextureRegion, vertexBufferObjectManager);
      enemy.setScaleCenterY(this.mEnemyTextureRegion.getHeight());
      enemy.setScale(2);
      enemy.animate(new long[]{200, 200, 200}, 6, 8, true);
  
      scene.attachChild(player);
      scene.attachChild(enemy);
  
      return scene;
  }
  
  // ===========================================================
  // Methods
  // ===========================================================
  
  // ===========================================================
  // Inner and Anonymous Classes
  // ===========================================================
  }
  </code></pre>
  
  <p>thanks in advance...</p>
  
  <p>/Jonas</p>