Back to project page BlastWords.
The source code is released under:
Apache License
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/** * BlastWords//w ww . j a v a 2 s . c om * Assets.java * * Created by Lou Foster * Copyright Studio332 2013. All rights reserved. */ package com.studio332.blastwords.util; import java.util.HashMap; import java.util.Map; import com.badlogic.gdx.Gdx; 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.TextureAtlas; import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion; import com.badlogic.gdx.scenes.scene2d.Group; import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.utils.Drawable; import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable; public class Assets { private static final Assets instance = new Assets(); private Map<String, Texture> gfxMap = new HashMap<String, Texture>(); public TextureAtlas gameAtlas; private BitmapFont font; public static Assets instance() { return Assets.instance; } public void load() { add("pixel","pixel.png"); this.font = new BitmapFont( Gdx.files.internal("data/copperplate.fnt"), Gdx.files.internal("data/copperplate.png"), false); this.gameAtlas = new TextureAtlas(Gdx.files.internal( "data/game_atlas.atlas")); } public BitmapFont getFont() { return this.font; } private void add( final String name, final String file) { Texture tx = new Texture("data/"+file); tx.setFilter(TextureFilter.Linear, TextureFilter.Linear); this.gfxMap.put(name, tx); } public Texture getPixel() { return this.gfxMap.get("pixel"); } public AtlasRegion getAtlasRegion(final String name) { return Assets.instance().gameAtlas.findRegion(name); } public Drawable getDrawable(final String name) { AtlasRegion ar = Assets.instance().getAtlasRegion(name); return ( new TextureRegionDrawable( ar) ); } public Group makeFullscreenImg( final String name ) { return makeFullscreenImg(name, 3); } public Group makeFullscreenImg( final String name, int parts ) { // load the menu bkg image and create the texture region Image image[] = new Image[parts]; float h = 0; Group g = new Group(); for ( int i=0;i<parts;i++) { String idx = ""+(i+1); image[i] = new Image( Assets.instance().getAtlasRegion(name+idx)); h+= image[i].getHeight(); g.addActor(image[i]); } float y =0; for ( int i=parts-1; i>=0; i--) { image[i].setPosition(0, y); y+= image[i].getHeight(); } g.setWidth( image[0].getWidth()); g.setHeight( h ); return g; } }