Example usage for com.badlogic.gdx.graphics.g3d.particles ParticleEffectLoader ParticleEffectLoader

List of usage examples for com.badlogic.gdx.graphics.g3d.particles ParticleEffectLoader ParticleEffectLoader

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g3d.particles ParticleEffectLoader ParticleEffectLoader.

Prototype

public ParticleEffectLoader(FileHandleResolver resolver) 

Source Link

Usage

From source file:net.osaris.exterminate.Assets.java

License:Apache License

public static void load() {

    loaded = false;/*  w ww.java  2 s .c  o m*/

    System.out.println("Loading Assets");
    fonttexture = new Texture(Gdx.files.internal("data/skin/ext.png"), true); // true enables mipmaps
    fonttexture.setFilter(TextureFilter.MipMapLinearLinear, TextureFilter.Linear); // linear filtering in nearest mipmap image
    font = new BitmapFont(Gdx.files.internal("data/skin/ext.fnt"), new TextureRegion(fonttexture), false);

    UniVertexBufferObject.initBufferPool();
    Ground.prepare();

    fontShader = new ShaderProgram(Gdx.files.internal("net/osaris/exterminate/shaders/font.vertex.glsl"),
            Gdx.files.internal("net/osaris/exterminate/shaders/font.fragment.glsl"));
    if (!fontShader.isCompiled()) {
        Gdx.app.error("fontShader", "compilation failed:\n" + fontShader.getLog());
    }
    Assets.fontShader.begin();
    Assets.fontShader.setUniformf("smoothing", 1f / 11f);
    Assets.fontShader.end();

    SoundManager.musics[0] = Gdx.audio.newMusic(Gdx.files.internal("data/music/starbound.mp3"));

    //      SoundManager.ambient[0] = Gdx.audio.newMusic(Gdx.files.internal("data/music/ambient1.mp3"));
    //      SoundManager.ambient[1] = Gdx.audio.newMusic(Gdx.files.internal("data/music/ambient2.mp3"));

    SoundManager.boom = Gdx.audio.newSound(Gdx.files.internal("data/sounds/boom.mp3"));
    SoundManager.blam = Gdx.audio.newSound(Gdx.files.internal("data/sounds/woosh.mp3"));
    SoundManager.launch = Gdx.audio.newSound(Gdx.files.internal("data/sounds/launch4.mp3"));
    SoundManager.launch2 = Gdx.audio.newSound(Gdx.files.internal("data/sounds/launch5.mp3"));
    //   SoundManager.sounds[0] = Gdx.audio.newSound(Gdx.files.internal("data/sounds/extreminate1.mp3"));
    SoundManager.sounds[10] = Gdx.audio.newSound(Gdx.files.internal("data/sounds/extreminate2.mp3"));
    SoundManager.sounds[11] = Gdx.audio.newSound(Gdx.files.internal("data/sounds/extreminate3.mp3"));
    SoundManager.sounds[12] = Gdx.audio.newSound(Gdx.files.internal("data/sounds/destroy.mp3"));

    //      SoundManager.effect[SoundManager.VENT] = Gdx.audio.newMusic(Gdx.files.internal("data/sounds/vent.mp3"));

    // ParticleSystem is a singleton class, we get the instance instead of creating a new object:
    ParticleSystem particleSystem = ParticleSystem.get();
    billboardBatch = new BillboardParticleBatch();
    particleSystem.add(billboardBatch);

    if (assets == null)
        assets = new AssetManager();

    if (doneOnce) {
        assets.clear();
    }

    BitmapFontLoader.BitmapFontParameter param = new BitmapFontLoader.BitmapFontParameter();
    param.magFilter = Texture.TextureFilter.Linear;
    param.minFilter = Texture.TextureFilter.Linear;
    //   font = new BitmapFont(Gdx.files.internal("data/ex.fnt"), Gdx.files.internal("data/ex.png"), false);

    ParticleEffectLoader.ParticleEffectLoadParameter loadParam = new ParticleEffectLoader.ParticleEffectLoadParameter(
            particleSystem.getBatches());
    ParticleEffectLoader loader = new ParticleEffectLoader(new InternalFileHandleResolver());
    assets.setLoader(ParticleEffect.class, loader);
    assets.load("data/effects/boullefeu", ParticleEffect.class, loadParam);
    assets.load("data/effects/feu", ParticleEffect.class, loadParam);
    assets.load("data/effects/feuflamme", ParticleEffect.class, loadParam);

    assets.load("data/objs/shark.g3db", Model.class);
    assets.load("data/objs/missile2.g3db", Model.class);
    assets.load("data/objs/monster.g3db", Model.class);
    assets.load("data/objs/golem.g3db", Model.class);

    boolean wasgl3 = ExterminateGame.useGL3;
    InGame.loadShaders();
    if (wasgl3 && !ExterminateGame.useGL3) {
        InGame.loadShaders();
    }
    System.out.println("GL3: " + ExterminateGame.useGL3);
    System.out.println("Deffered shading: " + InGame.DEFFERED);
    Biome.initBiomesTextures();
    Biome.initBiomes();

    Chunk.init();
    doneOnce = true;
    loaded = true;
}