本文整理汇总了Java中com.badlogic.gdx.assets.AssetManager.get方法的典型用法代码示例。如果您正苦于以下问题:Java AssetManager.get方法的具体用法?Java AssetManager.get怎么用?Java AssetManager.get使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.assets.AssetManager
的用法示例。
在下文中一共展示了AssetManager.get方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: Sounds
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
/**
* Sounds constructor.
* Plays the background music and initializes the game dependent sounds.
*
* @param assetManager Place where the sounds and musics are gotten from.
*/
public Sounds(AssetManager assetManager) {
this.assetManager = assetManager;
loadSounds();
Music music = assetManager.get("music/Artofescapism_-_Three_Star_Sky.mp3");
music.setVolume(0.5f);
music.setLooping(true);
music.play();
//Initializing the game different sounds
powerup = assetManager.get("music/item.mp3");
jump = assetManager.get("music/jump.wav");
lost = assetManager.get("music/lost.wav");
won = assetManager.get("music/won.wav");
water = assetManager.get("music/water.wav");
}
示例2: onInit
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
@Override
protected void onInit(ScreenBasedGame game, AssetManager assetManager) {
// load assets
assetManager.load(MUSIC_PATH, Music.class);
assetManager.load(BACKGROUND_IMAGE_PATH, Texture.class);
assetManager.finishLoadingAsset(MUSIC_PATH);
assetManager.finishLoadingAsset(BACKGROUND_IMAGE_PATH);
// get assets
this.music = assetManager.get(MUSIC_PATH, Music.class);
this.bgTexture = assetManager.get(BACKGROUND_IMAGE_PATH, Texture.class);
// generate fonts
this.titleFont = BitmapFontFactory.createFont("./data/font/spartakus/SparTakus.ttf", 48, Color.WHITE,
Color.BLUE, 3);
// this.font2 =
// BitmapFontFactory.createFont("./data/font/spartakus/SparTakus.ttf",
// 48, Color.RED, Color.WHITE, 3);
this.font1 = BitmapFontFactory.createFont("./data/font/arial/arial.ttf", 18, Color.WHITE);
this.font2 = BitmapFontFactory.createFont("./data/font/arial/arial-bold.ttf", 24, Color.WHITE, Color.RED, 3);
// generate credits text array
try {
this.generateCreditLines();
} catch (IOException e) {
e.printStackTrace();
// TODO: remove this line and handle exception with exception window
System.exit(0);
}
Gdx.input.setInputProcessor(null);
}
示例3: onInit
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
@Override
protected void onInit(ScreenBasedGame game, AssetManager assetManager) {
// generate fonts
this.font1 = BitmapFontFactory.createFont("./data/font/spartakus/SparTakus.ttf", 48, Color.WHITE, Color.BLUE,
3);
this.font2 = BitmapFontFactory.createFont("./data/font/spartakus/SparTakus.ttf", 48, Color.RED, Color.WHITE, 3);
// load & get assets
assetManager.load(TORPEDO_IMAGE_PATH, Texture.class);
assetManager.finishLoadingAsset(TORPEDO_IMAGE_PATH);
this.torpedoTexture = assetManager.get(TORPEDO_IMAGE_PATH, Texture.class);
// create new Head-Up-Display
this.hud = new HUD();
this.filledBar = new FilledBar(this.font1);
this.filledBar.setPosition(game.getViewportWidth() - 400, game.getViewportHeight() - 85);
this.filledBar.setDimension(155, 35);
this.hud.addWidget(this.filledBar);
this.shapeRenderer = new ShapeRenderer();
}
示例4: DeathScreen
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
public DeathScreen(Polymorph polymorph,int playerscore) {
AssetManager assetManager = polymorph.getAssetManager();
TextureAtlas textureAtlas = assetManager.get(Polymorph.MASTER_PATH, TextureAtlas.class);
this.polymorph = polymorph;
score=playerscore;
DeathScreenMusic = assetManager.get(Polymorph.MAIN_MENU_MUSIC_PATH);
DeathScreenMusic.setLooping(true);
background = textureAtlas.findRegion("mainmenu"); //TODO make a unique background for the death screen
screenSize = new Dimension(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera = new OrthographicCamera();
camera.setToOrtho(false, screenSize.width, screenSize.height); //change this
batch=new SpriteBatch();
batch.setProjectionMatrix(camera.combined);
stage = new Stage();
stage.clear();
font = new BitmapFont(false);
textureAtlas = assetManager.get(Polymorph.MASTER_PATH, TextureAtlas.class);
initButtons(score,textureAtlas);
Gdx.input.setInputProcessor(stage);
}
示例5: CutsceneStoneAge
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
public CutsceneStoneAge(MyGdxGame myGdxGame) {
this.myGdxGame = myGdxGame;
batch = myGdxGame.batch;
sr = myGdxGame.sr;
viewport = myGdxGame.viewport;
camera = myGdxGame.camera;
font = myGdxGame.font;
particles = new Particles();
bg = new Sprite(new Texture("sprites/orange.png"));
girl = new Sprite(new Texture("sprites/girl.png"));
stone = new Sprite(new Texture("sprites/stein_angemalt.png"));
hominideSitzend = new Sprite(new Texture("sprites/hominide_sitzend.png"));
hominideDuckend = new Sprite(new Texture("sprites/hominide_duckend.png"));
hominideStehend = new Sprite(new Texture("sprites/hominide_stehend.png"));
assetManager = new AssetManager();
assetManager.load("music/tusch.mp3", Sound.class);
assetManager.load("music/5_steinzeit.mp3", Music.class);
assetManager.finishLoading();
tusch = assetManager.get("music/tusch.mp3", Sound.class);
musicStoneAge = assetManager.get("music/5_steinzeit.mp3", Music.class);
}
示例6: LogoScreen
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
public LogoScreen(SpriteBatch batch, ShapeRenderer shapeRenderer, FitViewport viewport, OrthographicCamera camera) {
this.batch = batch;
this.shapeRenderer = shapeRenderer;
this.viewport = viewport;
this.camera = camera;
spriteThere = new Sprite(new Texture("there.png"));
spriteFactory = new Sprite(new Texture("factory.png"));
spriteLibGdxLogo = new Sprite(new Texture("libgdx.png"));
AssetManager am = JewelThief.getInstance().getAssetManager();
am.load("audio/sounds/keyboard.ogg", Sound.class);
am.load("audio/sounds/keyboard_go_back.ogg", Sound.class);
am.load("audio/sounds/re.ogg", Sound.class);
am.load("audio/sounds/libgdx.ogg", Music.class);
am.finishLoading();
soundTypeTheRefactory = am.get("audio/sounds/keyboard.ogg", Sound.class);
soundGoBackOnKeyboard = am.get("audio/sounds/keyboard_go_back.ogg", Sound.class);
soundTypeRe = am.get("audio/sounds/re.ogg", Sound.class);
musicLibGdxJingle = am.get("audio/sounds/libgdx.ogg", Music.class);
resetAnimation();
}
示例7: create
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
/** Инициализация и загрузка ресурсов */
@Override
public void create () {
// Размеры экрана
scrHalfWidth = Gdx.graphics.getWidth() / 2;
scrHeight = Gdx.graphics.getHeight();
// Загрузка модели из файла
modelBatch = new ModelBatch();
assets = new AssetManager();
assets.load("room.g3db", Model.class);
assets.finishLoading();
Model roomModel = assets.get("room.g3db");
roomInstance = new ModelInstance(roomModel);
// Создание камеры (fov, parallax, near, far) и установка позиции
vrCamera = new VRCamera(90, 0.4f, 0.1f, 30f);
vrCamera.setPosition(-1.7f, 3f, 3f);
// Разрешаем коррекцию дрифта при помощи компаса
vrSensorManager.useDriftCorrection(true);
}
示例8: AssetsMainMenu
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
public AssetsMainMenu() {
manager = new AssetManager();
manager.load(Presets.TEXTURE_UI + "background.png", Texture.class);
manager.load(Presets.TEXTURE_UI + "icon.png", Texture.class);
manager.load(Presets.SOUNDS + "wall_hit.ogg", Sound.class);
manager.load(Presets.SOUNDS + "bullet_dead.ogg", Sound.class);
manager.load(Presets.TEXTURE_UI + DEFAULT_FONT, BitmapFont.class);
manager.finishLoading();
mainMenuTexture = manager.get(Presets.TEXTURE_UI + "background.png");
selectionIcon = new Sprite((Texture) manager.get(Presets.TEXTURE_UI
+ "icon.png"));
defaultFont = manager.get(Presets.TEXTURE_UI + DEFAULT_FONT);
selectionSound = manager.get(Presets.SOUNDS + "bullet_dead.ogg");
selectSound = manager.get(Presets.SOUNDS + "wall_hit.ogg");
postLoading();
}
示例9: loadAsyncImages
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
protected void loadAsyncImages()
{
// Check if we need to load level icons and if they are loaded show them.
if (!this.asyncImages.isEmpty())
{
AssetManager assMan = AssMan.getAssMan();
ArrayList<String> texturePaths =
new ArrayList<>(this.asyncImages.keySet());
for (String texturePath : texturePaths)
{
if (assMan.update()
|| assMan.isLoaded(texturePath))
{
Texture texture = assMan.get(texturePath);
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
this.asyncImages.get(texturePath)
.setDrawable(new TextureRegionDrawable(new TextureRegion(texture)));
this.asyncImages.remove(texturePath);
}
}
}
}
示例10: loadAsync
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
@Override public void loadAsync(AssetManager manager, String fileName, FileHandle file, ThesaurusLoader.ThesaurusParameter parameter) {
Constructor constructor = new Constructor(ThesaurusData.class);
Yaml yaml = new Yaml(constructor);
ObjectMap<String, ThesaurusData> data = new ObjectMap<String, ThesaurusData>();
for (Object o : yaml.loadAll(resolve(fileName).read())) {
ThesaurusData description = (ThesaurusData) o;
data.put(description.key, description);
}
if (parameter != null && parameter.other.length > 0) {
for (String depName : parameter.other) {
Thesaurus dep = manager.get(depName);
data.putAll(dep.data);
}
}
thesaurus = new Thesaurus(data);
}
示例11: init
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
public void init(AssetManager assetManager) {
this.assetManager = assetManager;
assetManager.setErrorListener(this);
assetManager.load(TEXTURE_ATLAS_OBJECTS, TextureAtlas.class);
// load sounds
assetManager.load("sounds/jump.wav", Sound.class);
assetManager.load("sounds/jump_with_feather.wav", Sound.class);
assetManager.load("sounds/pickup_coin.wav", Sound.class);
assetManager.load("sounds/pickup_feather.wav", Sound.class);
assetManager.load("sounds/live_lost.wav", Sound.class);
// load music
assetManager.load("music/hair.ogg", Music.class);
assetManager.finishLoading();
Gdx.app.debug(TAG, "# of assets loaded: " + assetManager.getAssetNames().size);
for (String a : assetManager.getAssetNames()) {
Gdx.app.debug(TAG, "asset: " + a);
}
TextureAtlas atlas = assetManager.get(TEXTURE_ATLAS_OBJECTS);
//激活平滑文理过度
for (Texture t : atlas.getTextures()) {
t.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
}
//创建游戏资源对象
bunny = new AssetBunny(atlas);
rock = new AssetRock(atlas);
goldCoin = new AssetGoldCoin(atlas);
feather = new AssetFeather(atlas);
levelDecoration = new AssetLevelDecoration(atlas);
sounds = new AssetSounds(assetManager);
music = new AssetMusic(assetManager);
fonts = new AssetFonts();
}
示例12: AssetSounds
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
public AssetSounds(AssetManager am) {
jump = am.get("sounds/jump.wav", Sound.class);
jumpWithFeather = am.get("sounds/jump_with_feather.wav", Sound.class);
pickupCoin = am.get("sounds/pickup_coin.wav", Sound.class);
pickupFeather = am.get("sounds/pickup_feather.wav", Sound.class);
liveLost = am.get("sounds/live_lost.wav", Sound.class);
}
示例13: onInit
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
@Override
protected void onInit(ScreenBasedGame game, AssetManager assetManager) {
assetManager.load(BAR_ORANGE_IMAGE_PATH, Texture.class);
assetManager.load(BAR_BLUE_IMAGE_PATH, Texture.class);
assetManager.load(SPACE_IMAGE_PATH, Texture.class);
assetManager.finishLoadingAsset(BAR_ORANGE_IMAGE_PATH);
assetManager.finishLoadingAsset(BAR_BLUE_IMAGE_PATH);
assetManager.finishLoadingAsset(SPACE_IMAGE_PATH);
this.orangeBarTexture = assetManager.get(BAR_ORANGE_IMAGE_PATH, Texture.class);
this.blueBarTexture = assetManager.get(BAR_BLUE_IMAGE_PATH, Texture.class);
this.bgTexture = assetManager.get(SPACE_IMAGE_PATH, Texture.class);
}
示例14: onInit
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
@Override
protected void onInit(ScreenBasedGame game, AssetManager assetManager) {
assetManager.load(LOGO_IMAGE_PATH, Texture.class);
assetManager.load(SPACE_IMAGE_PATH, Texture.class);
assetManager.finishLoadingAsset(LOGO_IMAGE_PATH);
assetManager.finishLoadingAsset(SPACE_IMAGE_PATH);
this.logoTexture = assetManager.get(LOGO_IMAGE_PATH, Texture.class);
this.bgTexture = assetManager.get(SPACE_IMAGE_PATH, Texture.class);
}
示例15: initAssets
import com.badlogic.gdx.assets.AssetManager; //导入方法依赖的package包/类
private void initAssets() {
AssetManager assetManager = polymorph.getAssetManager();
TextureAtlas textureAtlas = assetManager.get(Polymorph.MASTER_PATH, TextureAtlas.class);
splash = textureAtlas.findRegion("splashscreen");
for (Shape shape : Shape.values()) {
shape.setTexture(textureAtlas.findRegion(shape.name));
}
for (ShapeColor shapeColor : ShapeColor.values()) {
shapeColor.setTexture(textureAtlas.findRegion("capsule"));
}
}