List of usage examples for com.badlogic.gdx.assets AssetManager AssetManager
public AssetManager()
From source file:at.juggle.games.counting.CountingGame.java
License:Apache License
@Override public void create() { screenManager = new ScreenManager(this); soundManager = new SoundManager(this); // LOAD ASSETS HERE ... // Loading screen will last until the last one is loaded. assMan = new AssetManager(); // for the menu assMan.load("menu/Ravie_42.fnt", BitmapFont.class); assMan.load("menu/Ravie_72.fnt", BitmapFont.class); assMan.load("menu/menu_background.jpg", Texture.class); // for the credits assMan.load("credits/gradient_top.png", Texture.class); assMan.load("credits/gradient_bottom.png", Texture.class); assMan.load("sprites/balloon.png", Texture.class); assMan.load("sprites/balloonblue.png", Texture.class); assMan.load("sprites/balloongreen.png", Texture.class); assMan.load("sprites/balloonpart.png", Texture.class); assMan.load("sprites/xplode", ParticleEffect.class); assMan.load("sprites/button.png", Texture.class); assMan.load("sprites/button_count.png", Texture.class); assMan.load("sprites/button_question.png", Texture.class); // for the sounds soundManager.preload(assMan);/*www .j a va 2 s . co m*/ Gdx.input.setInputProcessor(new GestureDetector(new GestureDetector.GestureListener() { @Override public boolean touchDown(float x, float y, int pointer, int button) { return false; } @Override public boolean tap(float x, float y, int count, int button) { return false; } @Override public boolean longPress(float x, float y) { screenManager.setCurrentState(ScreenManager.ScreenState.Menu); return true; } @Override public boolean fling(float velocityX, float velocityY, int button) { return false; } @Override public boolean pan(float x, float y, float deltaX, float deltaY) { return false; } @Override public boolean panStop(float x, float y, int pointer, int button) { return false; } @Override public boolean zoom(float initialDistance, float distance) { return false; } @Override public boolean pinch(Vector2 initialPointer1, Vector2 initialPointer2, Vector2 pointer1, Vector2 pointer2) { return false; } @Override public void pinchStop() { } })); }
From source file:at.therefactory.jewelthief.JewelThief.java
License:Open Source License
@Override public void create() { instance = this; FreeTypeFontGenerator generator = new FreeTypeFontGenerator( Gdx.files.internal("fonts/amiga4ever pro2.ttf")); FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); parameter.size = 8;//from w w w. j a va2 s . c om parameter.mono = true; font = generator.generateFont(parameter); generator.dispose(); batch = new SpriteBatch(); shapeRenderer = new ShapeRenderer(); camera = new OrthographicCamera(); viewport = new FitViewport(WINDOW_WIDTH, WINDOW_HEIGHT, camera); camera.position.set(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, 0); camera.update(); textureAtlas = new TextureAtlas("textures.pack"); assetManager = new AssetManager(); fade = textureAtlas.createSprite("fade"); fade.setSize(WINDOW_WIDTH, WINDOW_HEIGHT); fade.setPosition(0, 0); particles = new Particles(textureAtlas); loadInitialPreferences(); loadAssets(); tryToSubmitLatestHighscores(); // load and show logo screen theRefactoryLogoScreen = new LogoScreen(batch, shapeRenderer, viewport, camera); setScreen(theRefactoryLogoScreen); }
From source file:aurelienribon.texturepackergui.Assets.java
License:Apache License
public static void loadAll() { manager = new AssetManager(); String[] textures = new String[] { "res/data/transparent-light.png", "res/data/transparent-dark.png", "res/data/white.png" }; for (String tex : textures) manager.load(tex, Texture.class); while (!manager.update()) { }/*from ww w . j av a 2s . c o m*/ }
From source file:broken.shotgun.throwthemoon.screens.GameScreen.java
License:Open Source License
public GameScreen(final ThrowTheMoonGame game) { this.game = game; this.manager = new AssetManager(); this.stage = new GameStage(manager); }
From source file:ca.hiphiparray.amazingmaze.Assets.java
License:Open Source License
/** * {@link Assets} constructor./*from w ww.j av a2s .co m*/ * Calling this constructor loads in all of the game assets. * As such, only one {@link Assets} instance should ever be created. */ public Assets() { manager = new AssetManager(); // Allow loading FreeTypeFonts. FileHandleResolver resolver = new InternalFileHandleResolver(); manager.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver)); manager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver)); loadSkin(); loadMapResources(); setupMouseAnimation(); manager.load(GAME_LOGO, Texture.class); manager.load(COMPANY_LOGO, Texture.class); manager.load(LIFE_HUD_IMAGE, Texture.class); manager.load(MENU_BACKGROUND_IMAGE, Texture.class); manager.load(MINI_BACKGROUND, Texture.class); manager.load(PENCIL_BUTTON, Texture.class); manager.load(ERASER_BUTTON, Texture.class); manager.load(HELP_BUTTON, Texture.class); manager.load(CHECK_BUTTON, Texture.class); manager.load(CLEAR_BUTTON, Texture.class); loadMusic(); manager.finishLoading(); }
From source file:com.ads.gps.plane.Assets.java
License:Apache License
public static void load() { assetManager = new AssetManager(); assetManager.load("p.atlas", TextureAtlas.class); assetManager.load("puzzle.fnt", BitmapFont.class); assetManager.load("game.fnt", BitmapFont.class); assetManager.load("readme.fnt", BitmapFont.class); assetManager.load("quiz.fnt", BitmapFont.class); assetManager.load("data/musicbg.wav", Music.class); //? assetManager.load("data/btn.wav", Sound.class); assetManager.load("data/star.mp3", Sound.class); }
From source file:com.ads.logic.color.Assets.java
License:Apache License
public static void load() { assetManager = new AssetManager(); assetManager.load("p.atlas", TextureAtlas.class); assetManager.load("puzzle.fnt", BitmapFont.class); assetManager.load("game.fnt", BitmapFont.class); assetManager.load("readme.fnt", BitmapFont.class); assetManager.load("quiz.fnt", BitmapFont.class); assetManager.load("data/musicbg.mp3", Music.class); //? assetManager.load("data/btn.wav", Sound.class); assetManager.load("data/star.mp3", Sound.class); assetManager.finishLoading();/*from ww w . j ava2 s .c om*/ gameFont = assetManager.get("puzzle.fnt", BitmapFont.class); otherFont = assetManager.get("game.fnt", BitmapFont.class); readmeFont = assetManager.get("readme.fnt", BitmapFont.class); quizFont = assetManager.get("quiz.fnt", BitmapFont.class); btnSound = assetManager.get("data/btn.wav", Sound.class); starSound = assetManager.get("data/star.mp3", Sound.class); musicbg = assetManager.get("data/musicbg.mp3", Music.class); //? initConstants(); TextureAtlas atlas = assetManager.get("p.atlas", TextureAtlas.class); loadBmps(atlas); createLevels(atlas); creteMagicCubes(atlas); loadMusic(); }
From source file:com.ads.puzzle.disnep.Assets.java
License:Apache License
public static void load() { assetManager = new AssetManager(); assetManager.load("p.atlas", TextureAtlas.class); assetManager.load("puzzle.fnt", BitmapFont.class); assetManager.load("game.fnt", BitmapFont.class); assetManager.load("data/musicbg.mp3", Music.class); //? assetManager.load("data/btn.wav", Sound.class); assetManager.load("data/star.mp3", Sound.class); assetManager.finishLoading();/*from w w w.ja va 2 s .c o m*/ gameFont = assetManager.get("puzzle.fnt", BitmapFont.class); otherFont = assetManager.get("game.fnt", BitmapFont.class); btnSound = assetManager.get("data/btn.wav", Sound.class); starSound = assetManager.get("data/star.mp3", Sound.class); musicbg = assetManager.get("data/musicbg.mp3", Music.class); //? initConstants(); TextureAtlas atlas = assetManager.get("p.atlas", TextureAtlas.class); loadBmps(atlas); createLevels(atlas); createLevelSprite(atlas); creteMagicCubes(atlas); loadMusic(); loadAd(); }
From source file:com.ads.puzzle.flag.Assets.java
License:Apache License
public static void load() { assetManager = new AssetManager(); assetManager.load("p.atlas", TextureAtlas.class); assetManager.load("puzzle.fnt", BitmapFont.class); assetManager.load("game.fnt", BitmapFont.class); assetManager.load("data/musicbg.mp3", Music.class); //? assetManager.load("data/btn.wav", Sound.class); assetManager.load("data/star.mp3", Sound.class); assetManager.finishLoading();/*from w ww. j a va 2s.c o m*/ gameFont = assetManager.get("puzzle.fnt", BitmapFont.class); otherFont = assetManager.get("game.fnt", BitmapFont.class); btnSound = assetManager.get("data/btn.wav", Sound.class); starSound = assetManager.get("data/star.mp3", Sound.class); musicbg = assetManager.get("data/musicbg.mp3", Music.class); //? initConstants(); TextureAtlas atlas = assetManager.get("p.atlas", TextureAtlas.class); loadBmps(atlas); createLevels(atlas); createLevelSprite(atlas); creteMagicCubes(atlas); loadMusic(); }
From source file:com.algodal.gdxscreen.GdxGame.java
License:Apache License
public GdxGame() { screenMap = new ArrayMap<>(); transitionMap = new ArrayMap<>(); assetMap = new ArrayMap<>(); assetManager = new AssetManager(); defaultScreen = new GdxScreen().setGame(this); screenListener = new ScreenListener(); debug = new GdxDebug().setOn(true); //debugging is on by default //I like this kind of coding where I embed debugging within my main //code. I find it useful because it allows me to avoid using large //amount of nested if statements. In this code I do not have to add //comment to the debug code because the tag strings are descriptive. library = new GdxLibrary(); clearColor = new Color(Color.RED); pauseStatus = false; //initially the game is not paused. }