public void create () { Gdx.app.setLogLevel(Application.LOG_ERROR); Resolution[] resolutions = {new Resolution(320, 480, ".320480"), new Resolution(480, 800, ".480800"), new Resolution(480, 856, ".480854")}; ResolutionFileResolver resolver = new ResolutionFileResolver(new InternalFileHandleResolver(), resolutions); manager = new AssetManager(); manager.setLoader(Texture.class, new TextureLoader(resolver)); manager.setErrorListener(this); load(); Texture.setAssetManager(manager); batch = new SpriteBatch(); font = new BitmapFont(Gdx.files.internal("data/font.fnt"), false); }
TextureLoader textureLoader = new TextureLoader(image); ImageComponent2D imageComponent = textureLoader.getImage(); Background background = new Background(); background.setImage(imageComponent);
loader = new TextureLoader("blue.jpg",this); texture = loader.getTexture(); ap.setTexture(texture); caja.setAppearance(Box.BACK,ap); loader = new TextureLoader("white.jpg",this); texture = loader.getTexture(); ap2.setTexture(texture); caja.setAppearance(Box.TOP,ap2); loader = new TextureLoader("red.jpg",this); texture = loader.getTexture(); ap3.setTexture(texture); caja.setAppearance(Box.BOTTOM,ap3); loader = new TextureLoader("green.jpg",this); texture = loader.getTexture(); ap4.setTexture(texture); caja.setAppearance(Box.LEFT,ap4); loader = new TextureLoader("orange.jpg",this); texture = loader.getTexture(); ap5.setTexture(texture); caja.setAppearance(Box.RIGHT,ap5); loader = new TextureLoader("yellow.jpg",this); texture = loader.getTexture(); ap6.setTexture(texture); caja.setAppearance(Box.FRONT,ap6);
TextureLoader loader = new TextureLoader(filename, new Container()); ImageComponent2D image = loader.getImage(); Texture2D texture = new Texture2D(Texture2D.BASE_LEVEL, Texture2D.RGBA,
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }
Texture texImage = new TextureLoader("brick.jpg", this).getTexture();
private Appearance getAppearance(String f) throws Exception { Appearance app = new Appearance(); URL texImage = new java.net.URL("file:" + f); Texture tex = new TextureLoader(texImage, this).getTexture(); app.setTexture(tex); TextureAttributes texAttr = new TextureAttributes(); texAttr.setTextureMode(TextureAttributes.MODULATE); app.setTextureAttributes(texAttr); return app; }
protected EngineAssetManager(FileHandleResolver resolver) { super(resolver); resResolver = new EngineResolutionFileResolver(resolver); setLoader(Texture.class, new TextureLoader(resResolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resResolver)); setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver)); setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver)); Texture.setAssetManager(this); }
Texture tex = new TextureLoader( "back.jpg", this).getTexture();
/** Creates a new AssetManager with optionally all default loaders. If you don't add the default loaders then you do have to * manually add the loaders you need, including any loaders they might depend on. * @param defaultLoaders whether to add the default loaders */ public AssetManager (FileHandleResolver resolver, boolean defaultLoaders) { this.resolver = resolver; if (defaultLoaders) { setLoader(BitmapFont.class, new BitmapFontLoader(resolver)); setLoader(Music.class, new MusicLoader(resolver)); setLoader(Pixmap.class, new PixmapLoader(resolver)); setLoader(Sound.class, new SoundLoader(resolver)); setLoader(TextureAtlas.class, new TextureAtlasLoader(resolver)); setLoader(Texture.class, new TextureLoader(resolver)); setLoader(Skin.class, new SkinLoader(resolver)); setLoader(ParticleEffect.class, new ParticleEffectLoader(resolver)); setLoader(com.badlogic.gdx.graphics.g3d.particles.ParticleEffect.class, new com.badlogic.gdx.graphics.g3d.particles.ParticleEffectLoader(resolver)); setLoader(PolygonRegion.class, new PolygonRegionLoader(resolver)); setLoader(I18NBundle.class, new I18NBundleLoader(resolver)); setLoader(Model.class, ".g3dj", new G3dModelLoader(new JsonReader(), resolver)); setLoader(Model.class, ".g3db", new G3dModelLoader(new UBJsonReader(), resolver)); setLoader(Model.class, ".obj", new ObjLoader(resolver)); setLoader(ShaderProgram.class, new ShaderProgramLoader(resolver)); setLoader(Cubemap.class, new CubemapLoader(resolver)); } executor = new AsyncExecutor(1); }