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The source code is released under:
GNU General Public License
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package com.me.ngawwh; // ww w . j av a 2 s . com import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.assets.loaders.TextureLoader.TextureParameter; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class Loader implements Screen{ public SpriteBatch b; private BitmapFont fuente; private MainGame mg; public MainGamePage principal = new MainGamePage(); public StartGamePage inicio = new StartGamePage(); public CharGamePage personaje = new CharGamePage(); public ConfGamePage config = new ConfGamePage(); public InvGamePage inventario = new InvGamePage(); public MapGamePage mapa = new MapGamePage(); public MiniGamePage minig = new MiniGamePage(); public QuestGamePage quest = new QuestGamePage(); public QuestSelGamePage questsel = new QuestSelGamePage(); public StylistGamePage estilista = new StylistGamePage(); public AssetManager manager = new AssetManager(); private TextureParameter param = new TextureParameter(); public Loader(){ b = new SpriteBatch(Gdx.graphics.getWidth(),Gdx.graphics.getHeight()); param.genMipMaps = true; param.minFilter = TextureFilter.Nearest; //Carga de Backgrounds manager.load("data/backgroundInicio.png",Texture.class,param); manager.load("data/backgroundmaingame.png",Texture.class,param); manager.load("data/backgroundstilyst.png",Texture.class,param); manager.load("data/backgroundquestmenu.png",Texture.class,param); manager.load("data/backgroundquestmenu2.png",Texture.class,param); manager.load("data/backgroundquestinfo.png",Texture.class,param); manager.load("data/backgroundminigame.png",Texture.class,param); manager.load("data/backgroundselectmap.png",Texture.class,param); //Carga de Botones manager.load("data/BotonesInicio.png",Texture.class,param); manager.load("data/basicbutton.png",Texture.class,param); manager.load("data/BotonPers.png",Texture.class,param); manager.load("data/BotonMapa.png",Texture.class,param); manager.load("data/BotonQuest.png",Texture.class,param); manager.load("data/BotonMiniG.png",Texture.class,param); manager.load("data/BotonConfig.png",Texture.class,param); manager.load("data/BotonMochila.png",Texture.class,param); //Carga de Fuentes manager.load("data/arial.fnt",BitmapFont.class); fuente = new BitmapFont(Gdx.files.internal("data/arial.fnt"),Gdx.files.internal("data/arial.png"),false); } public void Assign_MG(MainGame MG){ mg = MG; } @Override public void render(float delta) { if(manager.update()){ inicio.load(mg, mg.Camara(),this); /*StylistGamePage.get_Instance().load(mg,mg.Camara()); MainGamePage.get_Instance().load(mg,mg.Camara()); CharGamePage.get_Instance().load(mg,mg.Camara()); MapGamePage.get_Instance().load(mg,mg.Camara()); MiniGamePage.get_Instance().load(mg,mg.Camara()); QuestGamePage.get_Instance().load(mg,mg.Camara()); QuestSelGamePage.get_Instance().load(mg,mg.Camara()); InvGamePage.get_Instance().load(mg,mg.Camara()); ConfGamePage.get_Instance().load(mg,mg.Camara());*/ //Aadir el resto de loaders mg.setScreen(inicio); }else{ Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); b.begin(); fuente.draw(b,"Cargando...",20,40); b.end(); } } @Override public void resize(int width, int height) { // TODO Auto-generated method stub } @Override public void show() { // TODO Auto-generated method stub } @Override public void hide() { // TODO Auto-generated method stub } @Override public void pause() { // TODO Auto-generated method stub } @Override public void resume() { // TODO Auto-generated method stub } @Override public void dispose() { } }