Back to project page Roll-Ball-Roll.
The source code is released under:
GNU General Public License
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/** * Copyright (c) 2014 Lewis Chun//from w ww . java2 s . c o m * Android game in which the user controls a ball to get a high score. * * This file is part of Roll Ball Roll. * * Roll Ball Roll is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.zwac035.finalprogram; import com.jme3.asset.AssetManager; import com.jme3.audio.AudioNode; import com.jme3.font.BitmapFont; import com.jme3.math.FastMath; import com.jme3.scene.Node; import com.jme3.scene.Spatial; import com.jme3.texture.Texture; import com.jme3.ui.Picture; import java.util.Random; /** * * @author Lewis Chun */ public class Res { private static Res instance = null; public static AssetManager assets; public static Texture bombTexture; public static Texture magnetTexture; public static Texture explosionTexture; public static Texture heavyBoxTexture; public static Texture basketBallTexture; public static Texture beachBallTexture; public static Texture sparkleTexture; public static Picture greyBackground; public static Picture pauseButton; public static BitmapFont guiFont; public static Spatial centreHoleModel; public static Spatial x1HoleModel; public static Spatial x2HoleModel; public static Spatial x3HoleModel; public static Spatial x4HoleModel; public static AudioNode chink; public static AudioNode backgroundMusic; public static AudioNode explosion; public static Random rnd; private Res(){ } public static Res getInstance(){ if(instance == null){ instance = new Res(); } return instance; } public void loadAssets(AssetManager assetManager, Node audioNode){ assets = assetManager; // As this is a static class, nothing gets deallocated until the process // is destroyed, so we only have to load everything once. if(bombTexture == null){ // Textures bombTexture = assetManager.loadTexture("Textures/bomb.png"); magnetTexture = assetManager.loadTexture("Textures/magnet.png"); explosionTexture = assetManager.loadTexture("Textures/flame.png"); basketBallTexture = assetManager.loadTexture("Textures/balldimpled.png"); heavyBoxTexture = assetManager.loadTexture("Textures/metal.png"); sparkleTexture = assetManager.loadTexture("Textures/sparkle.png"); beachBallTexture = assetManager.loadTexture("Textures/BeachBall.jpg"); // Fonts guiFont = assetManager.loadFont("Interface/Fonts/Default.fnt"); // Models centreHoleModel = assetManager.loadModel("Models/centreHole.j3o"); centreHoleModel.rotate(FastMath.HALF_PI, 0f, 0f); x1HoleModel = assetManager.loadModel("Models/X1Hole.j3o"); x1HoleModel.rotate(FastMath.HALF_PI, 0f, 0f); x2HoleModel = assetManager.loadModel("Models/X2Hole.j3o"); x2HoleModel.rotate(FastMath.HALF_PI, 0f, 0f); x3HoleModel = assetManager.loadModel("Models/X3Hole.j3o"); x3HoleModel.rotate(FastMath.HALF_PI, 0f, 0f); x4HoleModel = assetManager.loadModel("Models/X4Hole.j3o"); x4HoleModel.rotate(FastMath.HALF_PI, 0f, 0f); // Pictures greyBackground = new Picture("Background"); greyBackground.setImage(assetManager, "Textures/Grey.png", true); pauseButton = new Picture("Pause"); pauseButton.setImage(assetManager, "Textures/pause.png", true); backgroundMusic = new AudioNode(assets, "Sounds/one_0.ogg"); backgroundMusic.setPositional(false); backgroundMusic.setLooping(true); backgroundMusic.setVolume(1); } chink = new AudioNode(assets, "Sounds/chink.ogg"); chink.setPositional(false); chink.setLooping(false); chink.setVolume(3); explosion = new AudioNode(assets, "Sounds/boom4.wav"); explosion.setPositional(false); explosion.setLooping(false); explosion.setVolume(3); audioNode.attachChild(chink); audioNode.attachChild(backgroundMusic); audioNode.attachChild(explosion); rnd = new Random(); } }